Deploy / deploy (push) Successful in 1m0s
Three changes that belong together, all verified against a real mounted page in headless WebKit: - yes.js's two behavior dials (containment/wiggle) now drift on a smooth two-octave value-noise field at cloud pace (~25s per weather change) instead of following the mouse. Includes a real bug fix found in verification: the hash's final XOR yields a SIGNED 32-bit value in JS, so the "0..1" noise dipped to -0.36 without a reinterpreting >>> 0. - The landing hero is position: sticky, so the piece keeps animating behind the whole page. Cards go translucent with backdrop blur and a soft shadow so the piece reads faintly through and around them (near-opaque fallback where backdrop-filter is unsupported). The hero copy fades out over the first half-screen of scroll - pinned, it ghosted through the cards. The bottom fade gradient is gone: its hard-cut reason disappeared with the canvas behind everything. - Full prefers-color-scheme light theme: warm paper, near-black ink, accent deepened from dusty cyan to teal ink (#8ec2c0 washes out on white), wordmark inverted via filter. yes.js mirrors the palette itself (canvas can't read CSS vars): CMYK process-ink strokes dark enough to carry on paper, raster ghost repainted as multiply-blended gray on white, live re-theme on scheme flip with a trail clear. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
579 lines
23 KiB
JavaScript
579 lines
23 KiB
JavaScript
// Ported from ~/repos/webpage/content/visualize/ah.html ("YES - Rasterized
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// Lines"), the piece currently live at uhhm.no - kept as the actual asset,
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// not reinvented. Two changes from the original: exported as a class (no
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// auto-init on `window load`, since Leptos controls when this mounts) and
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// a `stop()` method that actually breaks the requestAnimationFrame loop -
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// the original ran forever once started, fine for a static page that's
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// the whole document, not fine in an SPA where this hero mounts/unmounts
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// as you navigate.
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export class RasterizedYES {
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constructor() {
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this.rasterCanvas = document.getElementById('rasterCanvas');
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this.lineCanvas = document.getElementById('lineCanvas');
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// The Rust side only constructs this once it's confirmed (via a
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// NodeRef) that the canvas is mounted, but that guard has shown
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// a real gap on fast client-side re-navigation back to `/` -
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// this is the actual failure point, so it gets its own defense
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// rather than depending on getting that timing exactly right
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// from the other side of the wasm boundary. Leaving the
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// instance otherwise-inert (no crash, no animation) rather than
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// throwing mid-render - `stop()` already tolerates a partially
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// (non-)initialized instance.
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if (!this.rasterCanvas || !this.lineCanvas) {
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console.warn('RasterizedYES: canvas not in DOM yet, skipping');
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this.destroyed = true;
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return;
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}
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this.rasterCtx = this.rasterCanvas.getContext('2d');
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this.lineCtx = this.lineCanvas.getContext('2d');
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this.lines = [];
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this.rasterData = null;
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this.isActive = true;
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this.destroyed = false;
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this.time = 0;
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this.containmentStrength = 0.5;
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this.wiggleAmount = 0.5;
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// .hero-canvas is inset:0 inside this - freezing an inline
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// height here (below) is what actually locks the box, not
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// just reading its rect.
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this.heroEl = this.rasterCanvas.closest('.hero');
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this.setupCanvas();
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this.setupResizeHandler();
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this.setupDrift();
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this.setupTheme();
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this.setupScrollFade();
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this.setupClickHandler();
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this.rasterizeText();
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this.initializeLines();
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this.animate();
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}
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stop() {
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this.destroyed = true;
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if (this._resizeHandler) {
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window.removeEventListener('resize', this._resizeHandler);
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}
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if (this._themeQuery) {
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this._themeQuery.removeEventListener('change', this._themeHandler);
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}
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if (this._scrollHandler) {
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window.removeEventListener('scroll', this._scrollHandler);
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}
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}
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// The hero is position: sticky (main.css), so without this the
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// title/wordmark stay pinned at the viewport bottom for the whole
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// page and ghost through the translucent cards scrolling over
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// them. Fade the copy out across the first half-screen of scroll;
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// visibility: hidden at the end so the wordmark link can't be
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// clicked while invisible.
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setupScrollFade() {
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this.heroCopy = this.heroEl ? this.heroEl.querySelector('.hero-copy') : null;
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if (!this.heroCopy) return;
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this._scrollHandler = () => {
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const opacity = Math.max(0, 1 - window.scrollY / (this.displayHeight * 0.5));
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this.heroCopy.style.opacity = opacity;
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this.heroCopy.style.visibility = opacity <= 0.01 ? 'hidden' : '';
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};
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window.addEventListener('scroll', this._scrollHandler, { passive: true });
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this._scrollHandler();
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}
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// Canvas paint can't read CSS custom properties, so the piece
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// carries its own copy of both palettes and follows
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// prefers-color-scheme itself - values must track main.css's :root
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// (--paper especially: the fade fill IS the page background where
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// the canvas shows through translucent cards). Dark keeps the
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// original neon-on-black inks; light restates them as CMYK process
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// inks dark enough to carry on paper, since 80%-lightness pastels
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// vanish on white.
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setupTheme() {
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this._themeQuery = window.matchMedia('(prefers-color-scheme: light)');
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this._themeHandler = () => {
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this.applyTheme();
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// Repaint the raster ghost in the new theme's ink and
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// hard-clear the trails - a slow 3%-alpha fade from the
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// old paper color would smear across the flip otherwise.
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this.rasterizeText();
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this.lineCtx.fillStyle = this.theme.paper;
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this.lineCtx.fillRect(0, 0, this.displayWidth, this.displayHeight);
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};
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this._themeQuery.addEventListener('change', this._themeHandler);
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this.applyTheme();
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}
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applyTheme() {
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this.theme = this._themeQuery.matches
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? {
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paper: '#f6f5f1',
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fade: 'rgba(246, 245, 241, 0.03)',
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// White ground so multiply (the light theme's CSS
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// blend mode for #rasterCanvas) leaves the paper
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// untouched; gray ink becomes the faint YES ghost.
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rasterBg: '#ffffff',
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rasterInk: '#6b6b6b',
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strokes: [
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'hsla(185, 70%, 32%, 0.85)',
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'hsla(315, 60%, 38%, 0.85)',
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'hsla(50, 90%, 40%, 0.85)'
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]
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}
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: {
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paper: '#0a0a0a',
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fade: 'rgba(10, 10, 10, 0.03)',
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rasterBg: '#111111',
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rasterInk: '#ffffff',
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strokes: [
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'hsla(180, 90%, 80%, 0.8)',
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'hsla(300, 90%, 80%, 0.8)',
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'hsla(60, 90%, 80%, 0.8)'
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]
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};
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}
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// Reading .hero-canvas's rendered rect (a prior attempt at this)
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// only helps if that rect actually stays put - and on real mobile
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// Safari it didn't: .hero-copy (bottom-aligned via flexbox inside
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// .hero-yes) kept sliding down as the address bar collapsed, even
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// with a spec'd-stable viewport unit (svh, then lvh) driving the
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// box's height. Either the browser isn't holding up its end, or
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// something in the cascade is still landing on a live value - not
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// provable from here without the device. Rather than keep
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// guessing at which CSS viewport unit actually holds still, yes.js
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// becomes the source of truth instead: it freezes .hero-yes's
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// rendered height to a literal inline px value once, up front. An
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// inline style always wins the cascade over the stylesheet's
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// `height: 100svh`, so once this runs, nothing the browser does
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// with that unit afterward can move the box - the number is fixed
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// in the DOM, not recomputed from a unit at all.
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setupCanvas() {
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const pixelRatio = window.devicePixelRatio || 1;
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const width = window.innerWidth;
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const height = window.innerHeight;
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if (this.heroEl) {
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this.heroEl.style.height = height + 'px';
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}
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this.rasterCanvas.style.width = width + 'px';
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this.rasterCanvas.style.height = height + 'px';
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this.lineCanvas.style.width = width + 'px';
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this.lineCanvas.style.height = height + 'px';
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this.rasterCanvas.width = width * pixelRatio;
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this.rasterCanvas.height = height * pixelRatio;
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this.lineCanvas.width = width * pixelRatio;
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this.lineCanvas.height = height * pixelRatio;
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this.rasterCtx.scale(pixelRatio, pixelRatio);
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this.lineCtx.scale(pixelRatio, pixelRatio);
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this.displayWidth = width;
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this.displayHeight = height;
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this.pixelRatio = pixelRatio;
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}
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setupResizeHandler() {
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// Gate on width, not height: mobile Safari's address-bar
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// animation changes window.innerHeight continuously with no
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// real layout change to react to (that's the live value this
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// whole method exists to stop trusting). A genuine resize -
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// orientation change, desktop window drag - always changes
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// width too, so that's the real signal to re-freeze on.
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this._resizeHandler = () => {
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if (window.innerWidth === this.displayWidth) return;
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this.setupCanvas();
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this.rasterizeText();
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};
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window.addEventListener('resize', this._resizeHandler);
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}
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// The two behavior dials (containmentStrength from x, wiggleAmount
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// from y) used to follow the pointer. Now a smooth noise field
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// wanders them instead - the same 0..1 inputs a mouse would give,
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// but drifting at cloud pace, so the piece breathes on its own and
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// behaves identically with nobody touching it (which on a landing
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// hero is most of the time, and on touch devices was always the
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// case between taps). Value noise with two octaves: smooth
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// (C1-continuous via smoothstep), never repeats visibly, no jumps.
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setupDrift() {
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const channel = (seed) => {
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const rand = (i) => {
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let h = Math.imul(i ^ seed, 2654435761) >>> 0;
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h ^= h >>> 13;
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h = Math.imul(h, 0x5bd1e995) >>> 0;
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// The >>> 0 here is load-bearing: ^ yields a SIGNED
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// 32-bit value, and without the reinterpret a set top
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// bit made this "0..1" noise go as low as -0.5,
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// pushing both dials below their intended floors.
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h = (h ^ (h >>> 15)) >>> 0;
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return h / 4294967296;
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};
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const noise = (t) => {
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const i = Math.floor(t);
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const f = t - i;
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const s = f * f * (3 - 2 * f);
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return rand(i) * (1 - s) + rand(i + 1) * s;
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};
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// Two octaves, renormalized to 0..1: the slow octave sets
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// the overall weather, the faster one keeps it from
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// feeling like a pendulum.
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return (t) => (noise(t) * 2 / 3 + noise(t * 2.7 + 913) * 1 / 3);
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};
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// One full "weather change" roughly every DRIFT_PERIOD
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// seconds per octave - the pace of watching clouds, not of a
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// hand on a mouse.
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this.driftPeriod = 25;
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this.driftX = channel(0x9e3779b9);
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this.driftY = channel(0x85ebca6b);
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this.containmentStrength = 0.55;
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this.wiggleAmount = 1.05;
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}
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updateDrift() {
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const t = this.time / this.driftPeriod;
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const x = this.driftX(t);
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const y = this.driftY(t);
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// Same mapping the mouse position used to feed.
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this.containmentStrength = 0.1 + (x * 0.9);
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this.wiggleAmount = 0.1 + (y * 1.9);
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}
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setupClickHandler() {
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this.lineCanvas.addEventListener('click', () => {
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this.restartAnimation();
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});
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}
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restartAnimation() {
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this.time = 0;
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this.lineCtx.fillStyle = this.theme.paper;
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this.lineCtx.fillRect(0, 0, this.displayWidth, this.displayHeight);
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this.initializeLines();
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this.isActive = true;
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}
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rasterizeText() {
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const width = this.displayWidth;
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const height = this.displayHeight;
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const aspectRatio = width / height;
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let fontSize;
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if (aspectRatio < 1) {
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fontSize = width * 0.4;
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} else {
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fontSize = height * 0.5;
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}
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this.fontSize = fontSize;
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this.rasterCtx.font = `bold ${fontSize}px Arial, sans-serif`;
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this.rasterCtx.textAlign = 'left';
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this.rasterCtx.textBaseline = 'middle';
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const fullTextMetrics = this.rasterCtx.measureText('YES');
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const textWidth = fullTextMetrics.width;
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const textStartX = (width - textWidth) / 2;
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const textY = height / 2;
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const letters = ['Y', 'E', 'S'];
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this.letterPositions = [];
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let currentX = textStartX;
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for (let i = 0; i < letters.length; i++) {
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const letterMetrics = this.rasterCtx.measureText(letters[i]);
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this.letterPositions[i] = {
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x: currentX,
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y: textY,
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width: letterMetrics.width,
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centerX: currentX + letterMetrics.width / 2
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};
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currentX += letterMetrics.width;
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}
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this.letterRasters = [];
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for (let i = 0; i < 3; i++) {
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this.rasterCtx.fillStyle = '#111';
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this.rasterCtx.fillRect(0, 0, width, height);
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this.rasterCtx.fillStyle = '#ffffff';
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this.rasterCtx.fillText(letters[i], this.letterPositions[i].x, this.letterPositions[i].y);
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this.letterRasters[i] = this.rasterCtx.getImageData(0, 0, this.rasterCanvas.width, this.rasterCanvas.height);
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}
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// The visible layer, distinct from the letterRasters sampled
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// above (those stay #111/#fff - isInSpecificLetter's red>128
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// test depends on it): painted in theme ink so the ghost works
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// under the theme's blend mode (overlay on dark, multiply on
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// light - see #rasterCanvas in main.css).
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this.rasterCtx.fillStyle = this.theme.rasterBg;
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this.rasterCtx.fillRect(0, 0, width, height);
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this.rasterCtx.fillStyle = this.theme.rasterInk;
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this.rasterCtx.fillText('YES', textStartX, textY);
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this.rasterData = this.rasterCtx.getImageData(0, 0, this.rasterCanvas.width, this.rasterCanvas.height);
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}
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isInSpecificLetter(x, y, letterIndex) {
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const canvasX = x * this.pixelRatio;
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const canvasY = y * this.pixelRatio;
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if (!this.letterRasters || !this.letterRasters[letterIndex] ||
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canvasX < 0 || canvasY < 0 ||
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canvasX >= this.rasterCanvas.width || canvasY >= this.rasterCanvas.height) {
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return false;
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}
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const index = (Math.floor(canvasY) * this.rasterCanvas.width + Math.floor(canvasX)) * 4;
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const red = this.letterRasters[letterIndex].data[index];
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return red > 128;
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}
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initializeLines() {
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this.lines = [];
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const numLines = 60;
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const letterCentroids = this.calculateLetterCentroids();
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for (let i = 0; i < numLines; i++) {
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const letterIndex = Math.floor(i / (numLines / 3));
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let startX, startY, centerX, centerY;
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if (letterCentroids[letterIndex]) {
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centerX = letterCentroids[letterIndex].x;
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centerY = letterCentroids[letterIndex].y;
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const startVariation = this.fontSize * 0.1;
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startX = centerX + (Math.random() - 0.5) * startVariation;
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startY = centerY + (Math.random() - 0.5) * startVariation;
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if (!this.isInSpecificLetter(startX, startY, letterIndex)) {
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const nearestPoint = this.findNearestSpecificLetterPixel(startX, startY, letterIndex);
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if (nearestPoint) {
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startX = nearestPoint.x;
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startY = nearestPoint.y;
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} else {
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startX = centerX;
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startY = centerY;
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}
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}
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} else {
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const letterPos = this.letterPositions[letterIndex];
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startX = letterPos.centerX;
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startY = letterPos.y;
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centerX = startX;
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centerY = startY;
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}
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// Stroke color lives on the theme, looked up per frame by
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// letterIndex (see draw()) - not frozen per line - so a
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// theme flip recolors live lines instead of leaving
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// dark-theme neon smearing across light paper.
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this.lines.push({
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relativeX: (startX - centerX) / this.fontSize,
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relativeY: (startY - centerY) / this.fontSize,
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prevRelativeX: (startX - centerX) / this.fontSize,
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prevRelativeY: (startY - centerY) / this.fontSize,
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angle: Math.random() * Math.PI * 2,
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letterIndex: letterIndex,
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lastSeenInside: { x: (startX - centerX) / this.fontSize, y: (startY - centerY) / this.fontSize },
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outsideDuration: 0
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});
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}
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}
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calculateLetterCentroids() {
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const centroids = [];
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for (let letterIndex = 0; letterIndex < 3; letterIndex++) {
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let sumX = 0, sumY = 0, count = 0;
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const letterPos = this.letterPositions[letterIndex];
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const searchStartX = Math.max(0, letterPos.x - this.fontSize * 0.1);
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const searchEndX = Math.min(this.displayWidth, letterPos.x + letterPos.width + this.fontSize * 0.1);
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const searchStartY = Math.max(0, letterPos.y - this.fontSize * 0.6);
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const searchEndY = Math.min(this.displayHeight, letterPos.y + this.fontSize * 0.6);
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const step = Math.max(1, Math.floor(this.fontSize * 0.02));
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for (let y = searchStartY; y <= searchEndY; y += step) {
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for (let x = searchStartX; x <= searchEndX; x += step) {
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if (this.isInSpecificLetter(x, y, letterIndex)) {
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sumX += x;
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sumY += y;
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count++;
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}
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}
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}
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if (count > 0) {
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centroids[letterIndex] = {
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x: sumX / count,
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y: sumY / count
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};
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} else {
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centroids[letterIndex] = {
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x: letterPos.centerX,
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y: letterPos.y
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};
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}
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}
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return centroids;
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}
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updateLines() {
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this.time += 0.016;
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this.updateDrift();
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if (!this.isActive) return;
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const letterCentroids = this.calculateLetterCentroids();
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this.lines.forEach(line => {
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line.prevRelativeX = line.relativeX;
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line.prevRelativeY = line.relativeY;
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const centroid = letterCentroids[line.letterIndex];
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if (!centroid) return;
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const currentX = centroid.x + line.relativeX * this.fontSize;
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const currentY = centroid.y + line.relativeY * this.fontSize;
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const currentlyInside = this.isInSpecificLetter(currentX, currentY, line.letterIndex);
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if (currentlyInside) {
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line.outsideDuration = 0;
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line.lastSeenInside = { x: line.relativeX, y: line.relativeY };
|
|
} else {
|
|
line.outsideDuration++;
|
|
}
|
|
|
|
const visionDistance = 0.08 * this.fontSize;
|
|
const centerX = currentX + Math.cos(line.angle) * visionDistance;
|
|
const centerY = currentY + Math.sin(line.angle) * visionDistance;
|
|
const leftX = currentX + Math.cos(line.angle - 0.4) * visionDistance;
|
|
const leftY = currentY + Math.sin(line.angle - 0.4) * visionDistance;
|
|
const rightX = currentX + Math.cos(line.angle + 0.4) * visionDistance;
|
|
const rightY = currentY + Math.sin(line.angle + 0.4) * visionDistance;
|
|
|
|
const centerSees = this.isInSpecificLetter(centerX, centerY, line.letterIndex);
|
|
const leftSees = this.isInSpecificLetter(leftX, leftY, line.letterIndex);
|
|
const rightSees = this.isInSpecificLetter(rightX, rightY, line.letterIndex);
|
|
|
|
let speed = 0.02;
|
|
|
|
const attractionThreshold = Math.floor(15 + (1 - this.containmentStrength) * 45);
|
|
|
|
if (line.outsideDuration > attractionThreshold) {
|
|
const targetX = line.lastSeenInside.x;
|
|
const targetY = line.lastSeenInside.y;
|
|
const deltaX = targetX - line.relativeX;
|
|
const deltaY = targetY - line.relativeY;
|
|
const angleToTarget = Math.atan2(deltaY, deltaX);
|
|
|
|
let angleDiff = angleToTarget - line.angle;
|
|
while (angleDiff > Math.PI) angleDiff -= 2 * Math.PI;
|
|
while (angleDiff < -Math.PI) angleDiff += 2 * Math.PI;
|
|
|
|
const baseAttraction = Math.min(0.4, line.outsideDuration / 80);
|
|
const attractionStrength = baseAttraction * this.containmentStrength;
|
|
line.angle += angleDiff * attractionStrength;
|
|
}
|
|
|
|
if (centerSees) {
|
|
const baseWiggle = 0.15;
|
|
line.angle += (Math.random() - 0.5) * baseWiggle * this.wiggleAmount;
|
|
} else {
|
|
speed *= (0.3 + this.containmentStrength * 0.4);
|
|
|
|
const baseTurnStrength = 0.3 + (this.containmentStrength * 0.4);
|
|
const randomTurnAmount = 0.2 * this.wiggleAmount;
|
|
|
|
if (leftSees && !rightSees) {
|
|
line.angle -= baseTurnStrength + Math.random() * randomTurnAmount;
|
|
} else if (rightSees && !leftSees) {
|
|
line.angle += baseTurnStrength + Math.random() * randomTurnAmount;
|
|
} else {
|
|
const randomTurn = (Math.random() - 0.5) * (0.8 + this.wiggleAmount * 0.7);
|
|
line.angle += randomTurn;
|
|
}
|
|
}
|
|
|
|
line.relativeX += Math.cos(line.angle) * speed;
|
|
line.relativeY += Math.sin(line.angle) * speed;
|
|
|
|
line.relativeX = Math.max(-1.7, Math.min(1.7, line.relativeX));
|
|
line.relativeY = Math.max(-1.7, Math.min(1.7, line.relativeY));
|
|
});
|
|
}
|
|
|
|
findNearestSpecificLetterPixel(x, y, letterIndex) {
|
|
const searchRadius = this.fontSize * 0.08;
|
|
const step = Math.max(1, Math.floor(this.fontSize * 0.01));
|
|
let nearestPoint = null;
|
|
let nearestDistance = Infinity;
|
|
|
|
for (let dy = -searchRadius; dy <= searchRadius; dy += step) {
|
|
for (let dx = -searchRadius; dx <= searchRadius; dx += step) {
|
|
const testX = x + dx;
|
|
const testY = y + dy;
|
|
|
|
if (this.isInSpecificLetter(testX, testY, letterIndex)) {
|
|
const distance = Math.sqrt(dx * dx + dy * dy);
|
|
if (distance < nearestDistance) {
|
|
nearestDistance = distance;
|
|
nearestPoint = { x: testX, y: testY };
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return nearestPoint;
|
|
}
|
|
|
|
draw() {
|
|
this.lineCtx.fillStyle = this.theme.fade;
|
|
this.lineCtx.fillRect(0, 0, this.displayWidth, this.displayHeight);
|
|
|
|
const letterCentroids = this.calculateLetterCentroids();
|
|
|
|
this.lines.forEach(line => {
|
|
const centroid = letterCentroids[line.letterIndex];
|
|
if (!centroid) return;
|
|
|
|
const currentX = centroid.x + line.relativeX * this.fontSize;
|
|
const currentY = centroid.y + line.relativeY * this.fontSize;
|
|
const prevX = centroid.x + line.prevRelativeX * this.fontSize;
|
|
const prevY = centroid.y + line.prevRelativeY * this.fontSize;
|
|
|
|
if (prevX === currentX && prevY === currentY) return;
|
|
|
|
this.lineCtx.strokeStyle = this.theme.strokes[line.letterIndex];
|
|
this.lineCtx.lineWidth = this.fontSize * 0.003;
|
|
this.lineCtx.lineCap = 'round';
|
|
|
|
this.lineCtx.beginPath();
|
|
this.lineCtx.moveTo(prevX, prevY);
|
|
this.lineCtx.lineTo(currentX, currentY);
|
|
this.lineCtx.stroke();
|
|
});
|
|
}
|
|
|
|
animate() {
|
|
if (this.destroyed) return;
|
|
this.updateLines();
|
|
this.draw();
|
|
requestAnimationFrame(() => this.animate());
|
|
}
|
|
}
|