SLOPSHOPPER

ambient

An animated strip above the prompt that moves with the work, in eight styles from a request mesh to a lava lamp

newbandrowsguardcommandstatus
v0.5.0no licenseupdated 2026-10-02adamentwistle/claude-code-mods/plugins/ambient
A shopper browsing a rack in a slop shop
Preview · a replayed session in a sandbox
claude · ~/work/app · ambient
› fix the failing auth test and add an audit log call ⏺ Read(src/auth.ts) ⎿ Read 6 lines ⏺ Update(src/auth.ts) ⎿ Added 2 lines, removed 1 line ⏺ Bash(bun test) ⎿ 3 pass, 1 fail ● Done. refresh now rejects expired claims and logs an audit event. ✻ Worked for 42s · done 4:20 PM › /ambient ⎿ ambient: Ambient strip: critter, a small orange creature that acts out the work, then naps. ⟨Claude Code's own drawing⟩ ▗▄▄▄▄▄▖ ! ▄▟▙███▟▙ ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁*▁▁▁▜▜▀▀▛▛▁▁▁*▁▁▁▁▁▁▁▁▁▁▁ ────────────────────────────────────────────────────────────────────────────────────────────────────────────────────── › ? for shortcuts

Draws

Band
⟨Claude Code's own drawing⟩ ▗▄▄▄▄▄▖ ! ▄▟▙███▟▙ ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁*▁▁▁▜▜▀▀▛▛▁▁▁*▁▁▁▁▁▁▁▁▁▁▁
README

ambient

An animated strip in the band above the prompt that moves with the work, in the spirit of the Ghostty shaders in claude-rig. Eight styles:

  • network (default): a mesh of diamond nodes joined by thin links, with two layers of smaller nodes drifting behind it for depth (from 4 rows). Requests fly between nodes as comets with gradient tails, light their link for a moment and flash the node they reach. Now and then a consensus pulse runs along the mesh. A tool call fires rings out of a node, and a failure turns them red. Each finished turn locks a block onto the chain at the right with a white flash, a green glow and a shockwave back along the chain. Always in the Nightshade theme's colors.
  • critter: a small orange creature, the one from the startup logo. It walks and leaves a trail of ink while the answer streams, scratches its head while thinking, hammers while a tool runs, trips with a red spark when one fails, celebrates when the turn ends, then naps. A smaller companion trots along while subagents work.
  • aurora: soft curtains of light, green at the lower edge and fading upward through cyan to violet, drifting slowly over a sparse twinkling starfield. They brighten and stretch with the stream, and thinking shifts them toward violet. A tool call glides a soft amber pillar of light across, and a failure glides a red one.
  • synthwave: a neon grid racing toward a striped sun behind a dark ridge. It runs faster as the stream speeds up and turns violet and slower while thinking. The grid is single-pixel lines running back to the sun and crossing lines scrolling toward you. It turns cyan while a tool runs and red on a failure, and a finished turn flares the sun. Uses at least 4 rows.
  • warp: a hyperspace starfield. The streaks stretch with the stream, turn violet while thinking and amber while a tool runs, and flash red on a failure. A finished turn is a jump: a burst of speed and a white flash.
  • murmuration: a flock of starlings over a sunset. It wanders and flows with the stream, circles while thinking, scatters from a tool call, and slows to a lazy drift when the turn ends, then holds still. Each bird is one dark speck against the sky.
  • lava: slow liquid blobs of colour, like a lava lamp on its side. They speed up and merge with the stream, cool to violet and cyan while thinking, and a tool call bubbles a new blob up from below.
  • wave: a low flowing wave with braille sparks, the quietest.

Every style shows the context fill as a faint line along the bottom. When the turn ends, the strip settles within about two seconds, its timer stops and the last frame stays still. It uses no CPU while idle.

The strip is one Raster, repainted with $.ui.blit at about 14 fps. It is always the last rows of the band, below whatever other mods draw there, and it draws nothing on the desktop surface.

Use

claude --plugin-dir ./mods/ambient
CommandDoes
/ambientSwitches to the next style
/ambient <style>Picks a style by name
/ambient stylesShows the styles, each with a colour swatch and a line about it, the current one marked, these commands and the current settings (/ambient list is the same). In the terminal and the desktop app it is drawn as a list; elsewhere, and in a headless run, it is two Markdown tables
/ambient previewShows every style for 4.5 seconds with a short demo turn (think, write, a tool, a failed tool, done), then goes back to yours
/ambient preview <style>Plays one style through the same demo turn and lets it settle, then goes back to yours
/ambient off, /ambient onHides or shows the strip

The style and on/off choice are saved in the mod's store and carry over to new sessions.

Options (/config, or pluginConfigs under ambient@inline in settings):

OptionValuesDefault
styleany style above (a style saved with /ambient wins)network
rows1 to 6 (critter uses at least 3, synthwave at least 4)3
intensitysoft, bright, vividbright
paletteauto, nightshade, rose-pine, kanagawa-wave, kanagawa-dragon, catppuccin-mocha, catppuccin-latte, duskauto

auto reads the theme name ccs-theme leaves in ~/.config/ccstatusline/.theme at session start, and falls back to dusk, a dark palette.

Files

  • hooks/ambient.mjs: the hooks, the timer and the /ambient command
  • hooks/scene.mjs: the shared simulation (what is running, how fast the stream is, the events), with no engine calls
  • hooks/lib.mjs: palettes, glyphs, the cell and half-block pixel frame, color math
  • hooks/styles/*.mjs: one file per style; none of them calls the engine, so frames can be rendered outside a session

Tests

claude plugin validate --strict mods/ambient
claude plugin test mods/ambient

Tested on Claude Code 2.1.287.

Limits

  • The palette is read once per session start. After a ccs-theme switch, run /reload-plugins or start a new session.
  • Faint shades fade toward the palette's background color, so a terminal background that doesn't match the theme can look slightly off.
  • The terminal keeps 1024 color pairs on screen at once. A wide aurora can use more, and the rest are drawn in their nearest pair.
  • The chain count, the flock, the stars and the critter's position reset when the mod reloads.
  • During /ambient preview the demo turn mixes with any real work in progress.
  • A survey in the band hides the strip until it is answered.
Source 11 files
hooks/ambient.mjs 467 lines
1// Ambient: an animated strip above the prompt that moves with the work.
2//
3// turn.step: counts the streamed pieces (re-yielding each one untouched).
4// tool.call: marks a tool running, and a failed or denied call.
5// turn.complete: the turn settles; session.measure: the context fill.
6// ui.render (AbovePrompt): the strip is one Raster, the last rows of the band,
7// below whatever sibling mods draw there. $.ui.blit repaints it at about 14 fps
8// while something is happening; once it settles the timer stops.
9// /ambient picks a style, lists them, previews them all, or turns the strip off.
10//
11// scene.mjs holds the simulation and the drawing. The host reads on(...) and
12// $.noun.method(...) from source, so they are spelled literally, and helpers
13// that take $ are top-level functions.
14
15import {
16  FALLBACK,
17  INTENSITY,
18  PALETTES,
19  STYLES,
20  STYLE_INFO,
21  chunkSeen,
22  createScene,
23  drawFrame,
24  horizonSeen,
25  isSettled,
26  packCells,
27  rowsFor,
28  stepBegan,
29  stepEnded,
30  still,
31  tick,
32  toolBegan,
33  toolEnded,
34  turnCompleted,
35} from "./scene.mjs";
36
37const STRIP_KEY = "ambient";
38const FRAME_MS = 70;
39
40let enabled = true;
41let style = "network";
42let rowsWanted = 3;
43let paletteChoice = "auto";
44let paletteName = FALLBACK;
45let intensityName = "bright";
46let look = { palette: PALETTES[FALLBACK], intensity: INTENSITY.bright };
47
48// Where the strip is mounted, as the last render drew it: { requestId, columns, rows }.
49let mounted = null;
50let timer = null;
51const scene = createScene();
52
53// A running /ambient preview: which style, how far into its demo, what to go back to.
54const PREVIEW_SECONDS = 4.5;
55const PREVIEW_ONE_SECONDS = 6.5;
56let preview = null;
57
58export function register(on, options) {
59  rowsWanted = Math.max(1, Math.min(6, Number(options?.rows ?? 3) || 3));
60  paletteChoice = String(options?.palette ?? "auto");
61  style = STYLES.includes(String(options?.style)) ? String(options.style) : "network";
62  intensityName = INTENSITY[String(options?.intensity)] ? String(options.intensity) : "bright";
63  paletteName = PALETTES[paletteChoice] ? paletteChoice : FALLBACK;
64  look = { palette: PALETTES[paletteName], intensity: INTENSITY[intensityName] };
65
66  on("session.start", async ($, e, next) => {
67    try {
68      await $.command.register({ name: "ambient", description: "Pick the ambient strip's style, preview styles live, or turn it off", argumentHint: "[<style> | styles | preview [<style>] | on | off]", immediate: true });
69    } catch {
70      // the command is optional; the strip still works
71    }
72    try {
73      const saved = await $.store.get("enabled");
74      if (typeof saved === "boolean") enabled = saved;
75      const savedStyle = await $.store.get("style");
76      if (STYLES.includes(savedStyle)) style = savedStyle;
77    } catch {
78      // nothing stored yet
79    }
80    if (paletteChoice === "auto") {
81      paletteName = await themePalette($);
82      look = { ...look, palette: PALETTES[paletteName] };
83    }
84    return next(e);
85  });
86
87  on("command.run", { command: "ambient" }, async ($, e) => {
88    const arg = String(e.args ?? "").trim().toLowerCase();
89    const [word, rest = ""] = arg.split(/\s+/, 2);
90    if (word === "styles" || word === "list") {
91      return { text: stylesText() };
92    }
93    if (word === "preview") {
94      if (rest && !STYLES.includes(rest)) {
95        return { text: `Unknown style "${rest}".\n\n${stylesText()}` };
96      }
97      endPreview($, false);
98      enabled = true;
99      const order = rest ? [rest] : [...STYLES];
100      // One style gets time to settle after its demo turn; a tour keeps moving.
101      preview = { order, i: 0, t: 0, seconds: rest ? PREVIEW_ONE_SECONDS : PREVIEW_SECONDS, restore: style, step: null, tool: null };
102      style = order[0];
103      previewStatus($);
104      $.ui.invalidate("ui.render");
105      ensureTimer($);
106      return {
107        text: rest
108          ? `Previewing ${rest} through a demo turn: thinking, writing, a tool, a failed tool, done, then settling. Your style comes back after.`
109          : `Previewing all ${STYLES.length} styles, ${PREVIEW_SECONDS} seconds each, with a short demo turn. /ambient <style> keeps the one you like.`,
110      };
111    }
112    endPreview($, false);
113    if (arg === "off") {
114      enabled = false;
115    } else if (arg === "on") {
116      enabled = true;
117    } else if (STYLES.includes(arg)) {
118      style = arg;
119      enabled = true;
120    } else if (arg === "") {
121      // Cycle to the next style.
122      style = enabled ? STYLES[(STYLES.indexOf(style) + 1) % STYLES.length] : style;
123      enabled = true;
124    } else {
125      return { text: `Unknown style "${arg}".\n\n${stylesText()}` };
126    }
127    try {
128      await $.store.set("enabled", enabled);
129      await $.store.set("style", style);
130    } catch {
131      // stays set for this session even if the store refuses
132    }
133    if (!enabled) {
134      stopTimer();
135      still(scene);
136    }
137    $.ui.invalidate("ui.render");
138    return { text: enabled ? `Ambient strip: ${style}, ${STYLE_INFO[style]}.` : "Ambient strip off" };
139  });
140
141  on("turn.step", async function* ($, e, next) {
142    if (!enabled) {
143      return yield* next(e);
144    }
145    let token;
146    try {
147      token = stepBegan(scene, { sub: Boolean(e.agentId), model: e.model, effort: e.effort });
148      ensureTimer($);
149    } catch {
150      return yield* next(e);
151    }
152    const stream = next(e);
153    let done = false;
154    let observing = true;
155    try {
156      let sent;
157      while (true) {
158        const step = await stream.next(sent);
159        if (step.done) {
160          done = true;
161          return step.value;
162        }
163        if (observing) {
164          try {
165            const c = step.value;
166            chunkSeen(scene, token, c.kind, typeof c.text === "string" ? c.text.length : 0);
167          } catch {
168            observing = false; // stop watching, keep passing everything through
169          }
170        }
171        sent = yield step.value;
172      }
173    } finally {
174      stepEnded(scene, token);
175      if (!done) {
176        try {
177          await stream.return?.(undefined);
178        } catch {
179          // the stream beneath is already closed
180        }
181      }
182    }
183  });
184
185  on("tool.call", async ($, e, next) => {
186    if (!enabled) {
187      return next(e);
188    }
189    let token = null;
190    try {
191      token = toolBegan(scene, { sub: Boolean(e.agentId) });
192      ensureTimer($);
193    } catch {
194      token = null;
195    }
196    let result;
197    try {
198      result = await next(e);
199      return result;
200    } finally {
201      try {
202        const failed = result === undefined || result === null || typeof result.deny === "string" || result.isError === true;
203        if (token) toolEnded(scene, token, failed);
204      } catch {
205        // observe only
206      }
207    }
208  });
209
210  on("turn.complete", async ($, e, next) => {
211    const result = await next(e);
212    try {
213      if (!e.agentId && enabled) {
214        turnCompleted(scene);
215        ensureTimer($);
216      }
217    } catch {
218      // observe only
219    }
220    return result;
221  });
222
223  on("session.measure", async ($, e, next) => {
224    const result = await next(e);
225    try {
226      const c = e.context;
227      const fill = typeof c?.percent === "number" ? c.percent / 100 : c?.tokens && c?.window ? c.tokens / c.window : null;
228      if (fill !== null) {
229        horizonSeen(scene, fill);
230        if (enabled && timer === null) paint($);
231      }
232    } catch {
233      // observe only
234    }
235    return result;
236  });
237
238  on("session.end", async ($, e, next) => {
239    preview = null;
240    stopTimer();
241    still(scene);
242    return next(e);
243  });
244
245  // The styles list in the transcript, drawn as a list rather than as Markdown.
246  on("ui.render", { component: "CommandOutput", props: { command: "ambient" } }, async ($, e, next) => {
247    if (e.props.isErrored || !String(e.props.text ?? "").includes(STYLES_TITLE)) {
248      return next(e);
249    }
250    return stylesTree($, e);
251  });
252
253  on("ui.render", { component: "AbovePrompt" }, async ($, e, next) => {
254    if (!enabled || e.surface !== "terminal" || e.props.hasSurvey) {
255      mounted = null;
256      return next(e);
257    }
258    const theirs = await next(e);
259    const { Box, Raster } = $.ui.resolve(e);
260    const columns = Math.max(1, Math.min(512, Math.floor(e.props.bodyColumns || 80)));
261    const rows = rowsFor(style, rowsWanted);
262    mounted = { requestId: e.requestId, columns, rows };
263    const strip = Raster({ key: STRIP_KEY, columns, rows, cells: packCells(drawFrame(scene, style, columns, rows, look)) });
264    return Box({ flexDirection: "column", children: [theirs, strip] });
265  });
266}
267
268function ensureTimer($) {
269  if (timer !== null) {
270    return;
271  }
272  timer = $.clock.every(FRAME_MS, () => {
273    try {
274      if (preview !== null) {
275        previewTick($, FRAME_MS / 1000);
276      }
277      tick(scene, FRAME_MS / 1000, style);
278      if (preview === null && isSettled(scene)) {
279        stopTimer();
280        still(scene);
281      }
282      paint($);
283    } catch {
284      stopTimer();
285    }
286  });
287}
288
289// What /ambient styles prints: Markdown tables, which the transcript and a headless
290// run both show cleanly. In the terminal and desktop the CommandOutput hook below
291// draws the same content as a laid-out list instead.
292const STYLES_TITLE = "**Ambient styles**";
293const COMMANDS = [
294  ["/ambient <style>", "switch to a style, saved for new sessions"],
295  ["/ambient preview", "show every style for a few seconds"],
296  ["/ambient preview <style>", "play one style through a demo turn"],
297  ["/ambient", "next style"],
298  ["/ambient off, /ambient on", "hide or show the strip"],
299];
300
301function settingsLine() {
302  const palette = paletteChoice === "auto" ? `auto (${paletteName})` : paletteName;
303  return `Height ${rowsWanted} row${rowsWanted === 1 ? "" : "s"}, intensity ${intensityName}, palette ${palette}${enabled ? "" : ", strip off"}`;
304}
305
306function stylesText() {
307  return [
308    STYLES_TITLE,
309    "",
310    "| Style | What it shows |",
311    "| --- | --- |",
312    ...STYLES.map((s) => `| ${s === style ? `**${s}** (current)` : s} | ${STYLE_INFO[s]} |`),
313    "",
314    "| Command | Does |",
315    "| --- | --- |",
316    ...COMMANDS.map(([c, d]) => `| \`${c}\` | ${d} |`),
317    "",
318    `Settings: ${settingsLine()}`,
319  ].join("\n");
320}
321
322// Two colours that stand for each style in the list's swatch.
323const SWATCH = {
324  network: ["#76ea6a", "#a17af2"],
325  critter: ["#d77757", "#eba487"],
326  aurora: ["#a6e3a1", "#cba6f7"],
327  synthwave: ["#ff3d9a", "#2de2e6"],
328  warp: ["#8bbcff", "#e8e6ef"],
329  murmuration: ["#ff8a5c", "#4a2a6e"],
330  lava: ["#fab387", "#f38ba8"],
331  wave: ["#89dceb", "#a6e3a1"],
332};
333
334// The styles list as a tree, read back from the row's own text so an old row
335// keeps showing what was current when it was printed.
336function stylesTree($, e) {
337  const { Box, Text } = $.ui.resolve(e);
338  const text = e.props.text;
339  const notice = text.slice(0, text.indexOf(STYLES_TITLE)).trim();
340  const current = /\*\*([a-z]+)\*\* \(current\)/.exec(text)?.[1];
341  const settings = /^Settings: (.*)$/m.exec(text)?.[1];
342  const nameWidth = Math.max(...STYLES.map((s) => s.length)) + 2;
343  const commandWidth = Math.max(...COMMANDS.map(([c]) => c.length)) + 2;
344  const rows = STYLES.map((s) => {
345    const [a, b] = SWATCH[s] ?? ["#888888", "#888888"];
346    return Box({
347      flexDirection: "row",
348      children: [
349        Text(s === current ? { color: "#76ea6a", children: ["● "] } : { children: ["  "] }),
350        Text({ color: a, children: ["▆"] }),
351        Text({ color: b, children: ["▆ "] }),
352        Box({ width: nameWidth, flexShrink: 0, children: [Text({ bold: true, children: [s] })] }),
353        Text({ dimColor: true, wrap: "truncate-end", children: [STYLE_INFO[s] + (s === current ? "  (current)" : "")] }),
354      ],
355    });
356  });
357  const commands = COMMANDS.map(([c, d]) =>
358    Box({
359      flexDirection: "row",
360      children: [
361        Box({ width: commandWidth + 2, flexShrink: 0, children: [Text({ dimColor: true, children: ["  " + c] })] }),
362        Text({ dimColor: true, children: [d] }),
363      ],
364    }),
365  );
366  return Box({
367    flexDirection: "column",
368    children: [
369      ...(notice ? [Text({ color: "#ff7b75", children: [notice] }), Text({ children: [" "] })] : []),
370      Text({ bold: true, children: ["Ambient styles"] }),
371      ...rows,
372      Text({ children: [" "] }),
373      ...commands,
374      ...(settings ? [Text({ children: [" "] }), Text({ dimColor: true, children: [settings] })] : []),
375    ],
376  });
377}
378
379// The preview's demo turn for each style: think, write, run a tool, fail one, finish.
380function previewTick($, dt) {
381  const p = preview;
382  const before = p.t;
383  p.t += dt;
384  const at = (mark) => before < mark && p.t >= mark;
385  if (at(0.05)) p.step = stepBegan(scene, { sub: false, model: "", effort: "high" });
386  if (p.step && p.t < 1.2) chunkSeen(scene, p.step, "thinking", 30);
387  else if (p.step && p.t < 2.4) chunkSeen(scene, p.step, "text", 50);
388  if (at(2.4)) {
389    if (p.step) stepEnded(scene, p.step);
390    p.step = null;
391    p.tool = toolBegan(scene, { sub: false });
392  }
393  if (at(2.9)) {
394    toolEnded(scene, p.tool, false);
395    p.tool = toolBegan(scene, { sub: false });
396  }
397  if (at(3.25)) {
398    toolEnded(scene, p.tool, true);
399    p.tool = null;
400  }
401  if (at(3.5)) turnCompleted(scene);
402  if (p.t >= p.seconds) {
403    p.i += 1;
404    p.t = 0;
405    if (p.i >= p.order.length) {
406      endPreview($, true);
407      return;
408    }
409    style = p.order[p.i];
410    previewStatus($);
411    $.ui.invalidate("ui.render");
412  }
413}
414
415function previewStatus($) {
416  const of = preview.order.length > 1 ? ` (${preview.i + 1} of ${preview.order.length})` : "";
417  $.ui.status(`ambient preview: ${style}${of}`);
418}
419
420function endPreview($, restore) {
421  if (preview === null) {
422    return;
423  }
424  if (preview.step) stepEnded(scene, preview.step);
425  if (preview.tool) toolEnded(scene, preview.tool, false);
426  if (restore) {
427    style = preview.restore;
428    $.ui.invalidate("ui.render");
429  }
430  preview = null;
431  $.ui.status(undefined);
432}
433
434function stopTimer() {
435  if (timer !== null) {
436    try {
437      timer.cancel();
438    } catch {
439      // already gone
440    }
441    timer = null;
442  }
443}
444
445function paint($) {
446  if (mounted === null) {
447    return;
448  }
449  const { requestId, columns, rows } = mounted;
450  const cells = packCells(drawFrame(scene, style, columns, rows, look));
451  $.ui.blit({ requestId, key: STRIP_KEY, columns, rows, cells }).catch(() => {});
452}
453
454// The name of the palette ccs-theme last applied, read once per session start.
455async function themePalette($) {
456  try {
457    const home = await $.env.get("HOME");
458    if (!home) {
459      return FALLBACK;
460    }
461    const name = String(await $.fs.read(`${home}/.config/ccstatusline/.theme`)).trim();
462    return PALETTES[name] ? name : FALLBACK;
463  } catch {
464    return FALLBACK;
465  }
466}
467
hooks/scene.mjs 285 lines
1// The strip's simulation, with no engine calls: ambient.mjs feeds it events and a
2// clock, and asks it for cells. Every style shares one scene, so a switch mid-turn
3// carries on where the last style was. The styles live in ./styles.
4
5import { CELEBRATE_TIME, CONFIRM_TIME, EFFORT, Frame, MESH, PALETTES, TRIP_TIME, clamp01, toBase64 } from "./lib.mjs";
6import { drawAurora } from "./styles/aurora.mjs";
7import { critterPose, drawCritter } from "./styles/critter.mjs";
8import { drawLava, lavaSettled, stepLava } from "./styles/lava.mjs";
9import { drawMurmuration, stepMurmuration } from "./styles/murmuration.mjs";
10import { drawNetwork, networkSettled, packet, stepNetwork } from "./styles/network.mjs";
11import { drawSynthwave, stepSynthwave } from "./styles/synthwave.mjs";
12import { drawWarp, stepWarp } from "./styles/warp.mjs";
13import { drawWave } from "./styles/wave.mjs";
14
15export { FALLBACK, INTENSITY, PALETTES } from "./lib.mjs";
16
17export const STYLE_INFO = {
18  network: "a mesh of nodes in depth with requests flying between them; each turn locks a block onto a chain",
19  critter: "a small orange creature that acts out the work, then naps",
20  aurora: "curtains of light drifting over a starfield",
21  synthwave: "a neon grid racing toward a striped sun, faster as the answer streams",
22  warp: "hyperspace streaks that stretch with the stream; a jump flash when a turn completes",
23  murmuration: "a flock of starlings over a sunset, circling while thinking and scattering on tool calls",
24  lava: "slow liquid blobs of colour, like a lava lamp",
25  wave: "a low flowing wave with sparks, the quietest",
26};
27export const STYLES = Object.keys(STYLE_INFO);
28
29// ---- Scene state and events -------------------------------------------------------
30
31export function createScene() {
32  return {
33    t: 0,
34    steps: new Set(),
35    tools: new Set(),
36    glow: 0,
37    flow: 0,
38    flowSub: 0,
39    linger: 0,
40    mode: "writing",
41    tint: 0,
42    lean: null,
43    horizon: null,
44    flare: 0,
45    flareX: 0.5,
46    particles: [],
47    pulses: [],
48    // network
49    packets: [],
50    bursts: [],
51    chain: 0,
52    confirmAge: Infinity,
53    layout: null,
54    // critter
55    cx: 0.3,
56    dir: 1,
57    walk: 0,
58    celebrate: 0,
59    trip: 0,
60    ink: [],
61    // network depth, comets, consensus
62    netDrift: 0,
63    netLit: new Map(),
64    arrivals: [],
65    consensus: Infinity,
66    // aurora
67    at: 0,
68    shocks: [],
69    // synthwave, warp, murmuration, lava
70    road: 0,
71    warpStars: null,
72    boids: null,
73    lava: null,
74    lavaT: 0,
75  };
76}
77
78export function isActive(s) {
79  return s.steps.size + s.tools.size > 0;
80}
81
82export function stepBegan(s, { sub, model, effort }) {
83  const token = { sub: Boolean(sub) };
84  s.steps.add(token);
85  if (!token.sub) {
86    s.tint = typeof effort === "number" ? clamp01(effort / 32000) : EFFORT[effort] ?? 0.3;
87    s.lean = /haiku/i.test(model ?? "") ? "a" : /opus|fable/i.test(model ?? "") ? "b" : null;
88  }
89  return token;
90}
91
92export function stepEnded(s, token) {
93  s.steps.delete(token);
94}
95
96export function chunkSeen(s, token, kind, length) {
97  s.linger = 0.6;
98  if (kind !== "text" && kind !== "thinking" && kind !== "tool") return;
99  const n = kind === "tool" ? 20 : Math.min(length, 60);
100  if (token.sub) {
101    s.flowSub = Math.min(1, s.flowSub + n / 260);
102  } else {
103    s.flow = Math.min(1, s.flow + n / 160);
104    if (kind !== "tool") s.mode = kind === "thinking" ? "thinking" : "writing";
105  }
106  // Roughly one particle or packet per 24 characters streamed.
107  const want = Math.floor(n / 24) + (Math.random() < (n % 24) / 24 ? 1 : 0);
108  for (let i = 0; i < want; i += 1) {
109    if (s.particles.length < 40) {
110      s.particles.push({ x: token.sub ? 1 : 0, v: (token.sub ? -1 : 1) * (0.12 + Math.random() * 0.22), life: 1, sub: token.sub, row: Math.random() });
111    }
112    if (s.packets.length < 16 && Math.random() < 0.5) s.packets.push(packet(s, token.sub ? MESH.cyan : s.mode === "thinking" ? MESH.lilac : MESH.green, 0.7 + Math.random() * 0.8));
113    if (!token.sub && kind === "text" && s.ink.length < 24) {
114      s.ink.push({ x: s.cx - s.dir * 0.02, y: Math.random(), vx: -s.dir * (0.03 + Math.random() * 0.05), life: 1 });
115    }
116  }
117}
118
119export function toolBegan(s, { sub }) {
120  const token = { sub: Boolean(sub) };
121  s.tools.add(token);
122  s.linger = 0.6;
123  s.pulses.push({ x: 0, speed: token.sub ? 0.5 : 0.75, sub: token.sub, token, done: false });
124  const node = s.layout ? Math.floor(Math.random() * s.layout.nodes.length) : 0;
125  s.bursts.push({ node, age: 0, token, color: token.sub ? MESH.cyan : MESH.yellow, done: false });
126  for (let i = 0; i < (token.sub ? 2 : 4); i += 1) s.packets.push(packet(s, token.sub ? MESH.cyan : MESH.yellow, 1.1, node));
127  s.shocks.push({ x: -0.05, speed: token.sub ? 0.45 : 0.6, color: "warn", life: 1 });
128  return token;
129}
130
131export function toolEnded(s, token, failed) {
132  s.tools.delete(token);
133  for (const p of s.pulses) if (p.token === token) p.done = true;
134  for (const b of s.bursts) if (b.token === token) b.done = true;
135  if (!failed) return;
136  s.flare = 1;
137  const pulse = s.pulses.find((p) => p.token === token);
138  s.flareX = pulse ? Math.min(1, pulse.x) : 0.5;
139  const burst = s.bursts.find((b) => b.token === token);
140  const node = burst ? burst.node : 0;
141  s.bursts.push({ node, age: 0, token: null, color: MESH.red, done: true });
142  for (let i = 0; i < 3; i += 1) s.packets.push(packet(s, MESH.red, 1.2, node));
143  s.shocks.push({ x: -0.05, speed: 0.9, color: "bad", life: 1 });
144  s.trip = TRIP_TIME;
145}
146
147export function turnCompleted(s) {
148  for (const t of s.steps) if (!t.sub) s.steps.delete(t);
149  for (const t of s.tools) if (!t.sub) s.tools.delete(t);
150  for (const p of s.pulses) if (!p.sub) p.done = true;
151  for (const b of s.bursts) if (b.token && !b.token.sub) b.done = true;
152  s.chain += 1;
153  s.confirmAge = 0;
154  s.consensus = 0;
155  s.celebrate = CELEBRATE_TIME;
156  // The last few requests settle into the new block.
157  for (let i = 0; i < 3; i += 1) {
158    const p = packet(s, MESH.green, 1.6, undefined, true);
159    p.p = -i * 0.3;
160    s.packets.push(p);
161  }
162}
163
164export function horizonSeen(s, fill) {
165  s.horizon = clamp01(fill);
166}
167
168// Drops all motion; the chain and the horizon stay.
169export function still(s) {
170  s.steps.clear();
171  s.tools.clear();
172  Object.assign(s, { glow: 0, flow: 0, flowSub: 0, linger: 0, flare: 0, particles: [], pulses: [], packets: [], bursts: [], confirmAge: Infinity, celebrate: 0, trip: 0, ink: [], shocks: [], arrivals: [], consensus: Infinity });
173  s.netLit.clear();
174  if (s.lava) s.lava = s.lava.filter((b) => !b.rise);
175}
176
177export function isSettled(s) {
178  return (
179    !isActive(s) && s.linger <= 0 && s.glow <= 0 && s.flare <= 0 && s.celebrate <= 0 && s.trip <= 0 && s.confirmAge >= CONFIRM_TIME &&
180    s.particles.length === 0 && s.pulses.length === 0 && s.packets.length === 0 && s.bursts.length === 0 && s.ink.length === 0 && s.shocks.length === 0 &&
181    networkSettled(s) && lavaSettled(s)
182  );
183}
184
185// ---- Time -------------------------------------------------------------------------
186
187export function tick(s, dt, style) {
188  s.t += dt;
189  const active = isActive(s) || s.linger > 0;
190  s.linger = Math.max(0, s.linger - dt);
191  s.glow = active ? Math.min(1, s.glow + dt / 0.4) : Math.max(0, s.glow - dt / 1.2);
192  const decay = Math.exp(-dt / 0.6);
193  s.flow *= decay;
194  s.flowSub *= decay;
195  s.flare = Math.max(0, s.flare - dt / 0.8);
196  s.celebrate = Math.max(0, s.celebrate - dt);
197  s.trip = Math.max(0, s.trip - dt);
198  if (s.confirmAge < CONFIRM_TIME) s.confirmAge += dt;
199
200  for (const p of s.particles) {
201    p.x += p.v * dt;
202    p.life -= dt / (p.sub ? 1.4 : 1.8);
203  }
204  s.particles = s.particles.filter((p) => p.life > 0 && p.x >= 0 && p.x <= 1);
205
206  for (const p of s.pulses) {
207    p.x += p.speed * dt;
208    if (p.x > 1.15 && !p.done) p.x = 0;
209  }
210  s.pulses = s.pulses.filter((p) => !(p.done && p.x > 1.15));
211
212  stepNetwork(s, dt);
213  if (style === "synthwave") stepSynthwave(s, dt);
214  else if (style === "warp") stepWarp(s, dt);
215  else if (style === "murmuration") stepMurmuration(s, dt);
216  else if (style === "lava") stepLava(s, dt);
217  for (const p of s.packets) p.p += p.speed * dt;
218  s.packets = s.packets.filter((p) => p.p < 1);
219  // Keep a trickle of requests while working, more as the stream speeds up.
220  if (active && Math.random() < dt * (0.8 + 12 * Math.max(s.flow, s.flowSub)) && s.packets.length < 16) {
221    s.packets.push(packet(s, s.mode === "thinking" ? MESH.lilac : MESH.green, 0.7 + Math.random() * 0.8));
222  }
223
224  for (const b of s.bursts) b.age += dt;
225  s.bursts = s.bursts.filter((b) => !(b.done && b.age > 0.8) && b.age < 120);
226
227  for (const k of s.shocks) {
228    k.x += k.speed * dt;
229    k.life = Math.min(1, (k.x + 0.05) / 0.15, (1.15 - k.x) / 0.25);
230  }
231  s.shocks = s.shocks.filter((k) => k.x < 1.15);
232  s.at += dt * (0.5 + 2.5 * Math.max(s.flow, s.flowSub * 0.6)) * (0.3 + 0.7 * s.glow);
233
234  // The critter walks while the answer streams.
235  if (critterPose(s) === "walk") {
236    s.walk += dt * (4 + 8 * s.flow);
237    s.cx += s.dir * dt * (0.03 + 0.07 * s.flow);
238    if (s.cx > 0.9) s.dir = -1;
239    if (s.cx < 0.05) s.dir = 1;
240  } else {
241    s.walk += dt * 6;
242  }
243  for (const k of s.ink) {
244    k.x += k.vx * dt;
245    k.life -= dt / 1.6;
246  }
247  s.ink = s.ink.filter((k) => k.life > 0);
248}
249
250// ---- Drawing ----------------------------------------------------------------------
251
252// Rows the strip needs for a style, from the rows asked for.
253export function rowsFor(style, rows) {
254  const r = Math.max(1, Math.min(6, Math.round(rows) || 3));
255  // The critter needs three rows to stand in, synthwave four for its sun and road.
256  return style === "critter" ? Math.max(3, r) : style === "synthwave" ? Math.max(4, r) : r;
257}
258
259// One frame as cells: { columns, rows, glyph, fg, bg }.
260export function drawFrame(s, style, columns, rows, look) {
261  const palette = style === "network" ? PALETTES.nightshade : look.palette;
262  const f = new Frame(columns, rows, { ...look, palette });
263  if (style === "network") drawNetwork(s, f);
264  else if (style === "critter") drawCritter(s, f);
265  else if (style === "aurora") drawAurora(s, f);
266  else if (style === "synthwave") drawSynthwave(s, f);
267  else if (style === "warp") drawWarp(s, f);
268  else if (style === "murmuration") drawMurmuration(s, f);
269  else if (style === "lava") drawLava(s, f);
270  else drawWave(s, f);
271  return f.resolve();
272}
273
274// Raster `cells`: base64 of little-endian u32 triplets.
275export function packCells(frame) {
276  const n = frame.columns * frame.rows;
277  const words = new Uint32Array(n * 3);
278  for (let i = 0; i < n; i += 1) {
279    words[i * 3] = frame.glyph[i];
280    words[i * 3 + 1] = frame.fg[i];
281    words[i * 3 + 2] = frame.bg[i];
282  }
283  return toBase64(new Uint8Array(words.buffer));
284}
285
hooks/lib.mjs 246 lines
1// Shared drawing pieces: palettes, glyphs, the cell and pixel frame, and color math.
2
3export const INTENSITY = { soft: 0.6, bright: 0.85, vivid: 1 };
4
5export const DEFAULT_COLOR = 0x01000000;
6export const BLANK = 0x20;
7
8// Mirrors the themes ccs-theme switches between (claude-rig/claude/bin/ccs-theme).
9export const PALETTES = {
10  nightshade: { bg: 0x24222c, fg: 0xe8e6ef, a: 0x76ea6a, b: 0xa17af2, c: 0x7de8e1, warn: 0xf2d57f, bad: 0xff7b75 },
11  "rose-pine": { bg: 0x191724, fg: 0xe0def4, a: 0x9ccfd8, b: 0xc4a7e7, c: 0xebbcba, warn: 0xf6c177, bad: 0xeb6f92 },
12  "kanagawa-wave": { bg: 0x1f1f28, fg: 0xdcd7ba, a: 0x7e9cd8, b: 0x957fb8, c: 0x7fb4ca, warn: 0xe6c384, bad: 0xff5d62 },
13  "kanagawa-dragon": { bg: 0x181616, fg: 0xc5c9c5, a: 0x87a987, b: 0x8992a7, c: 0x8ea4a2, warn: 0xe6c384, bad: 0xe46876 },
14  "catppuccin-mocha": { bg: 0x1e1e2e, fg: 0xcdd6f4, a: 0xa6e3a1, b: 0xcba6f7, c: 0x89dceb, warn: 0xfab387, bad: 0xf38ba8 },
15  "catppuccin-latte": { bg: 0xeff1f5, fg: 0x4c4f69, a: 0x40a02b, b: 0x8839ef, c: 0x04a5e5, warn: 0xdf8e1d, bad: 0xd20f39 },
16  dusk: { bg: 0x1a1b26, fg: 0xc0caf5, a: 0x7dcfff, b: 0xbb9af7, c: 0x73daca, warn: 0xe0af68, bad: 0xf7768e },
17};
18export const FALLBACK = "dusk";
19
20// The network style always wears the Nightshade theme's own colors.
21export const MESH = { bg: 0x24222c, fg: 0xe8e6ef, dim: 0x736d82, green: 0x76ea6a, green2: 0x5fcf55, purple: 0xa17af2, lilac: 0xb995ff, cyan: 0x7de8e1, blue: 0x8bbcff, yellow: 0xf2d57f, red: 0xff7b75 };
22
23// The critter's orange.
24export const CLAWD = 0xd77757;
25export const CLAWD_KID = 0xeba487;
26
27export const EFFORT = { low: 0.1, medium: 0.35, high: 0.6, xhigh: 0.8, max: 1 };
28export const CONFIRM_TIME = 1.4;
29export const CELEBRATE_TIME = 1.8;
30export const TRIP_TIME = 0.9;
31
32export const WAVE = ["▁", "▂", "▃", "▄", "▅", "▆", "▇", "█"].map(cp);
33export const SPARK_MAIN = ["⠂", "⠒", "⠖", "⠶"].map(cp);
34export const SPARK_SUB = ["⠁", "⠂"].map(cp);
35export const INK = ["⠁", "⠃", "⠇", "⠏", "⠟", "⠿"].map(cp);
36export const PULSE_HEAD = cp("━");
37export const PULSE_TRAIL = cp("─");
38export const HORIZON = cp("▁");
39export const UPPER = cp("▀");
40export const LOWER = cp("▄");
41// Quadrant glyphs by bits: 1 upper left, 2 upper right, 4 lower left, 8 lower right.
42export const QUAD = [" ", "▘", "▝", "▀", "▖", "▌", "▞", "▛", "▗", "▚", "▐", "▜", "▄", "▙", "▟", "█"].map(cp);
43
44export function cp(c) {
45  return c.codePointAt(0);
46}
47
48export class Frame {
49  constructor(columns, rows, look) {
50    this.columns = columns;
51    this.rows = rows;
52    this.W = columns;
53    this.H = rows * 2;
54    this.pal = look.palette;
55    this.k = look.intensity;
56    const n = columns * rows;
57    this.glyph = new Uint32Array(n);
58    this.fg = new Uint32Array(n).fill(DEFAULT_COLOR);
59    this.bg = new Uint32Array(n).fill(DEFAULT_COLOR);
60    this.px = new Int32Array(this.W * this.H).fill(-1);
61    this.quad = new Uint8Array(n);
62    this.quadColor = new Uint32Array(n);
63  }
64
65  // A half-block pixel (W x 2*rows grid); -1 leaves the terminal's background.
66  dot(x, y, color) {
67    x = Math.round(x);
68    y = Math.round(y);
69    if (x < 0 || y < 0 || x >= this.W || y >= this.H) return;
70    this.px[y * this.W + x] = color;
71  }
72
73  // Adds light to a pixel, over the background color.
74  glow(x, y, color, amount) {
75    x = Math.round(x);
76    y = Math.round(y);
77    if (x < 0 || y < 0 || x >= this.W || y >= this.H || amount <= 0.02) return;
78    const i = y * this.W + x;
79    const under = this.px[i] < 0 ? this.pal.bg : this.px[i];
80    this.px[i] = add(under, color, amount);
81  }
82
83  // Blends a pixel toward a color, over the background color when empty.
84  tint(x, y, color, amount) {
85    x = Math.round(x);
86    y = Math.round(y);
87    if (x < 0 || y < 0 || x >= this.W || y >= this.H || amount <= 0.02) return;
88    const i = y * this.W + x;
89    this.px[i] = mix(this.px[i] < 0 ? this.pal.bg : this.px[i], color, amount);
90  }
91
92  getPx(x, y) {
93    if (x < 0 || y < 0 || x >= this.W || y >= this.H) return 0;
94    return this.px[y * this.W + x];
95  }
96
97  // A quadrant pixel (2W x 2*rows grid), one color per cell.
98  q(x, y, color) {
99    x = Math.round(x);
100    y = Math.round(y);
101    if (x < 0 || y < 0 || x >= this.W * 2 || y >= this.H) return;
102    const i = (y >> 1) * this.columns + (x >> 1);
103    this.quad[i] |= 1 << ((y & 1) * 2 + (x & 1));
104    this.quadColor[i] = color;
105  }
106
107  // A whole cell's glyph; wins over pixels.
108  cell(cx, cy, glyph, fg, bg) {
109    cx = Math.round(cx);
110    cy = Math.round(cy);
111    if (cx < 0 || cy < 0 || cx >= this.columns || cy >= this.rows) return;
112    const i = cy * this.columns + cx;
113    this.glyph[i] = glyph;
114    this.fg[i] = fg;
115    if (bg !== undefined) this.bg[i] = bg;
116  }
117
118  hasCell(cx, cy) {
119    return this.glyph[cy * this.columns + cx] !== 0 || this.quad[cy * this.columns + cx] !== 0;
120  }
121
122  resolve() {
123    const { columns, rows } = this;
124    for (let cy = 0; cy < rows; cy += 1) {
125      for (let cx = 0; cx < columns; cx += 1) {
126        const i = cy * columns + cx;
127        const top = this.px[cy * 2 * this.W + cx];
128        const bottom = this.px[(cy * 2 + 1) * this.W + cx];
129        if (this.glyph[i] !== 0) {
130          if (this.bg[i] === DEFAULT_COLOR && (top >= 0 || bottom >= 0)) this.bg[i] = quantize(top >= 0 ? top : bottom);
131          continue;
132        }
133        if (this.quad[i] !== 0) {
134          this.glyph[i] = QUAD[this.quad[i]];
135          this.fg[i] = this.quadColor[i];
136          continue;
137        }
138        if (top < 0 && bottom < 0) {
139          this.glyph[i] = BLANK;
140        } else if (bottom < 0) {
141          this.glyph[i] = UPPER;
142          this.fg[i] = quantize(top);
143        } else if (top < 0) {
144          this.glyph[i] = LOWER;
145          this.fg[i] = quantize(bottom);
146        } else {
147          this.glyph[i] = UPPER;
148          this.fg[i] = quantize(top);
149          this.bg[i] = quantize(bottom);
150        }
151      }
152    }
153    return { columns, rows, glyph: this.glyph, fg: this.fg, bg: this.bg };
154  }
155}
156
157export function flareBackground(s, f) {
158  if (s.flare <= 0) return;
159  const spread = 0.12 + (1 - s.flare) * 0.5;
160  for (let x = 0; x < f.columns; x += 1) {
161    const d = ((x + 0.5) / f.columns - s.flareX) / spread;
162    const a = s.flare * Math.exp(-d * d) * 0.6;
163    if (a < 0.03) continue;
164    for (let r = 0; r < f.rows; r += 1) {
165      const i = r * f.columns + x;
166      f.bg[i] = mix(f.pal.bg, f.pal.bad, a);
167    }
168  }
169}
170
171
172export function horizonLine(s, f, color) {
173  if (s.horizon === null) return;
174  const fillTo = Math.round(s.horizon * f.W);
175  const y = f.H - 1;
176  for (let x = 0; x < fillTo; x += 1) if (f.getPx(x, y) < 0) f.dot(x, y, mix(f.pal.bg, color, 0.28));
177}
178
179// ---- Helpers -----------------------------------------------------------------------
180
181export function line(x0, y0, x1, y1, plot) {
182  const n = Math.max(1, Math.ceil(Math.max(Math.abs(x1 - x0), Math.abs(y1 - y0))));
183  for (let i = 0; i <= n; i += 1) plot(x0 + ((x1 - x0) * i) / n, y0 + ((y1 - y0) * i) / n);
184}
185
186export function modeColor(s, pal) {
187  let c = s.mode === "thinking" ? pal.b : pal.a;
188  if (s.lean) c = mix(c, pal[s.lean], 0.2);
189  return mix(c, pal.fg, s.tint * 0.3);
190}
191
192export function mix(c1, c2, f) {
193  const k = clamp01(f);
194  const r = ((c1 >> 16) & 255) + (((c2 >> 16) & 255) - ((c1 >> 16) & 255)) * k;
195  const g = ((c1 >> 8) & 255) + (((c2 >> 8) & 255) - ((c1 >> 8) & 255)) * k;
196  const b = (c1 & 255) + ((c2 & 255) - (c1 & 255)) * k;
197  return (Math.round(r) << 16) | (Math.round(g) << 8) | Math.round(b);
198}
199
200export function add(c1, c2, f) {
201  const k = clamp01(f);
202  const r = Math.min(255, ((c1 >> 16) & 255) + ((c2 >> 16) & 255) * k);
203  const g = Math.min(255, ((c1 >> 8) & 255) + ((c2 >> 8) & 255) * k);
204  const b = Math.min(255, (c1 & 255) + (c2 & 255) * k);
205  return (Math.round(r) << 16) | (Math.round(g) << 8) | Math.round(b);
206}
207
208// Fewer distinct colors keeps the terminal's color pairs in budget.
209export function quantize(c) {
210  return c & 0xf8f8f8;
211}
212
213export function hash(n) {
214  const x = Math.sin(n * 127.1 + 311.7) * 43758.5453;
215  return x - Math.floor(x);
216}
217
218export function clamp01(v) {
219  return Math.max(0, Math.min(1, v));
220}
221
222export function clampInt(v, lo, hi) {
223  return Math.max(lo, Math.min(hi, v));
224}
225
226export const B64 = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
227
228export function toBase64(bytes) {
229  if (typeof bytes.toBase64 === "function") return bytes.toBase64();
230  let out = "";
231  let i = 0;
232  for (; i + 2 < bytes.length; i += 3) {
233    const v = (bytes[i] << 16) | (bytes[i + 1] << 8) | bytes[i + 2];
234    out += B64[(v >> 18) & 63] + B64[(v >> 12) & 63] + B64[(v >> 6) & 63] + B64[v & 63];
235  }
236  const rest = bytes.length - i;
237  if (rest === 1) {
238    const v = bytes[i] << 16;
239    out += B64[(v >> 18) & 63] + B64[(v >> 12) & 63] + "==";
240  } else if (rest === 2) {
241    const v = (bytes[i] << 16) | (bytes[i + 1] << 8);
242    out += B64[(v >> 18) & 63] + B64[(v >> 12) & 63] + B64[(v >> 6) & 63] + "=";
243  }
244  return out;
245}
246
hooks/styles/aurora.mjs 116 lines
1// aurora: curtains of light drifting over a sparse starfield.
2
3import {
4  B64,
5  BLANK,
6  CELEBRATE_TIME,
7  CLAWD,
8  CLAWD_KID,
9  CONFIRM_TIME,
10  DEFAULT_COLOR,
11  EFFORT,
12  FALLBACK,
13  Frame,
14  HORIZON,
15  INK,
16  INTENSITY,
17  LOWER,
18  MESH,
19  PALETTES,
20  PULSE_HEAD,
21  PULSE_TRAIL,
22  QUAD,
23  SPARK_MAIN,
24  SPARK_SUB,
25  TRIP_TIME,
26  UPPER,
27  WAVE,
28  add,
29  clamp01,
30  clampInt,
31  cp,
32  flareBackground,
33  hash,
34  horizonLine,
35  line,
36  mix,
37  modeColor,
38  quantize,
39  toBase64,
40} from "../lib.mjs";
41
42
43export function drawAurora(s, f) {
44  const { W, H, pal, k } = f;
45  const live = 0.22 + 0.78 * s.glow;
46  const energy = Math.max(s.flow, s.flowSub * 0.6);
47  const t = s.at;
48  // Bottom edge, body, crown: green to cyan to violet; thinking shifts it all toward violet.
49  const thinking = s.mode === "thinking";
50  const edgeC = mix(thinking ? pal.b : pal.a, pal.fg, 0.15 + s.tint * 0.15);
51  const bodyC = thinking ? mix(pal.b, pal.bad, 0.35) : pal.c ?? pal.a;
52  const crownC = thinking ? mix(pal.b, pal.bg, 0.2) : pal.b;
53  const lit = new Float32Array(W * H);
54  const rise = new Float32Array(W * H); // how far above the lower edge the light mostly is, 0..1
55
56  // Two curtains, each a drifting patch with a wavy lower edge and light fading upward.
57  for (let r = 0; r < 2; r += 1) {
58    const ph = r * 2.7;
59    for (let x = 0; x < W; x += 1) {
60      const u = x / W;
61      const patch = Math.max(0, Math.sin(u * (2.2 + r * 0.9) * Math.PI - t * (0.12 + 0.05 * r) + ph));
62      const reach = patch * patch;
63      if (reach < 0.02) continue;
64      const ray = 0.72 + 0.28 * Math.sin(u * (47 + 13 * r) + 2.2 * Math.sin(u * 7 + t * 0.4 + ph) + t * 0.8);
65      const edge = (H - 1) * (0.78 - 0.12 * r + 0.14 * Math.sin(u * 6.5 + t * 0.35 + ph));
66      const fall = H * (0.42 + 0.3 * energy + 0.08 * r);
67      for (let y = 0; y < H; y += 1) {
68        const above = edge - y;
69        const a = above >= 0 ? Math.exp(-above / fall) : Math.exp(-((above / 0.7) ** 2));
70        const i = y * W + x;
71        const add = a * reach * ray * (r === 0 ? 1 : 0.8);
72        if (add > 0) rise[i] = (rise[i] * lit[i] + clamp01(above / (fall * 2)) * add) / (lit[i] + add);
73        lit[i] = 1 - (1 - lit[i]) * (1 - add);
74      }
75    }
76  }
77
78  // Sparse twinkling stars, only where the sky is dark.
79  const stars = Math.max(3, Math.round((W * H) / 70));
80  for (let i = 0; i < stars; i += 1) {
81    const x = Math.floor(hash(i * 2.3) * W);
82    const y = Math.floor(hash(i * 4.1) * H);
83    const tw = 0.5 + 0.5 * Math.sin(s.t * (1.5 + hash(i) * 3) + i * 1.7);
84    if (lit[y * W + x] < 0.15) f.dot(x, y, mix(pal.bg, pal.fg, (0.2 + 0.55 * tw * tw) * (0.5 + 0.5 * live) * k));
85  }
86
87  for (let y = 0; y < H; y += 1) {
88    for (let x = 0; x < W; x += 1) {
89      const h = rise[y * W + x];
90      const ramp = h < 0.35 ? mix(edgeC, bodyC, h / 0.35) : mix(bodyC, crownC, (h - 0.35) / 0.65);
91      const l = lit[y * W + x];
92      const a = Math.min(1, l * live * (1.15 + 0.5 * energy) * (0.8 + 0.3 * k));
93      if (a > 0.07) f.dot(x, y, mix(pal.bg, l > 0.85 ? mix(ramp, pal.fg, (l - 0.85) * 2) : ramp, a));
94    }
95  }
96
97  // A tool call is a soft pillar of light gliding across; a failure, a red one.
98  for (const sh of s.shocks) {
99    const color = sh.color === "bad" ? pal.bad : pal.warn;
100    const cx = sh.x * W;
101    for (let x = Math.floor(cx - 6); x <= cx + 6; x += 1) {
102      const d = (x - cx) / 2.4;
103      const a = Math.exp(-d * d) * sh.life * (0.55 + 0.35 * k);
104      if (a < 0.04) continue;
105      for (let y = 0; y < H; y += 1) {
106        const height = H === 1 ? 1 : y / (H - 1);
107        f.tint(x, y, color, a * (0.35 + 0.65 * height));
108      }
109    }
110  }
111  if (s.flare > 0) for (let x = 0; x < W; x += 1) for (let y = 0; y < H; y += 1) if (f.getPx(x, y) >= 0) f.tint(x, y, pal.bad, s.flare * 0.25);
112
113  horizonLine(s, f, pal.fg);
114}
115
116
hooks/styles/critter.mjs 165 lines
1// critter: a small orange creature acting out the work.
2
3import {
4  B64,
5  BLANK,
6  CELEBRATE_TIME,
7  CLAWD,
8  CLAWD_KID,
9  CONFIRM_TIME,
10  DEFAULT_COLOR,
11  EFFORT,
12  FALLBACK,
13  Frame,
14  HORIZON,
15  INK,
16  INTENSITY,
17  LOWER,
18  MESH,
19  PALETTES,
20  PULSE_HEAD,
21  PULSE_TRAIL,
22  QUAD,
23  SPARK_MAIN,
24  SPARK_SUB,
25  TRIP_TIME,
26  UPPER,
27  WAVE,
28  add,
29  clamp01,
30  clampInt,
31  cp,
32  flareBackground,
33  hash,
34  horizonLine,
35  line,
36  mix,
37  modeColor,
38  quantize,
39  toBase64,
40} from "../lib.mjs";
41
42
43// Quadrant pixels, 17 wide: the startup logo's creature.
44const BODY = [
45  "...############..",
46  "...##.######.##..",
47  ".################",
48  "...############..",
49];
50const LEGS = ["....#.#....#.#...", "...#.#......#.#.."];
51
52export function critterPose(s) {
53  if (s.trip > 0) return "trip";
54  if (s.celebrate > 0) return "celebrate";
55  if ([...s.tools].some((t) => !t.sub)) return "hammer";
56  if ([...s.steps].some((t) => !t.sub) || s.linger > 0) return s.mode === "thinking" ? "think" : "walk";
57  if (s.glow > 0) return "stand";
58  return "nap";
59}
60
61export function drawCritter(s, f) {
62  const { W, H, k, pal } = f;
63  const QW = W * 2;
64  const pose = critterPose(s);
65  const frame = Math.floor(s.walk) % 2;
66  const dir = s.dir;
67  // Snap to whole cells so the eyes line up with the logo's.
68  let ox = Math.round((s.cx * (QW - 18)) / 2) * 2;
69  let oy = H - 5;
70  const body = BODY.map((r) => r.split(""));
71  let legs = LEGS[0];
72  let lean = 0;
73
74  if (pose === "walk") {
75    legs = LEGS[frame];
76  } else if (pose === "celebrate") {
77    oy -= frame;
78    body[2][1] = body[2][2] = body[2][15] = body[2][16] = ".";
79  } else if (pose === "think") {
80    body[2][15] = body[2][16] = ".";
81  } else if (pose === "hammer") {
82    body[2][16] = frame ? "#" : ".";
83  } else if (pose === "trip") {
84    ox += frame ? 1 : -1;
85    lean = 1;
86  } else if (pose === "nap") {
87    oy += 1;
88    body[1][5] = body[1][12] = "#";
89    legs = null;
90  }
91  const flip = (x) => (dir >= 0 ? x : 16 - x);
92  const color = pose === "nap" ? mix(pal.bg, CLAWD, 0.75 + 0.15 * k) : mix(pal.bg, CLAWD, 0.85 + 0.15 * k);
93
94  body.forEach((row, y) => row.forEach((c, x) => c === "#" && f.q(ox + flip(x) + (y < 2 ? lean : 0), oy + y, color)));
95  if (legs) legs.split("").forEach((c, x) => c === "#" && f.q(ox + flip(x), oy + 4, color));
96
97  const cellX = (qx) => Math.floor((ox + flip(qx)) / 2);
98  const topRow = Math.floor(oy / 2);
99  const aboveRow = topRow - 1 >= 0 ? topRow - 1 : null;
100  const side = (n) => cellX(dir >= 0 ? 17 + n * 2 : -1 - n * 2);
101  const accent = (c, a) => mix(pal.bg, c, a * k + (1 - k) * 0.4);
102
103  if (pose === "celebrate") {
104    // Arms up and confetti.
105    for (const [x, y] of [[1, 1], [2, 0], [15, 0], [16, 1]]) f.q(ox + flip(x), oy + y, color);
106    const bits = ["*", "+", ".", "*"].map(cp);
107    const colors = [pal.a, pal.b, pal.warn, pal.c ?? pal.a];
108    for (let j = 0; j < 6; j += 1) {
109      const cx = cellX(0) - 2 + Math.floor(hash(j * 3.3 + Math.floor(s.t * 5)) * 13);
110      const cy = Math.floor(hash(j * 7.7 + Math.floor(s.t * 5)) * Math.max(1, topRow + 1));
111      if (!f.hasCell(cx, cy)) f.cell(cx, cy, bits[j % 4], accent(colors[j % 4], 1));
112    }
113  } else if (pose === "think") {
114    // A hand scratching the head, and a question.
115    const up = frame ? [[15, 1], [16, 0]] : [[16, 1], [16, 0]];
116    for (const [x, y] of up) f.q(ox + flip(x), oy + y, color);
117    const qx = side(1);
118    const qy = aboveRow ?? topRow;
119    f.cell(qx, qy, cp("?"), accent(pal.b, 1));
120    if (aboveRow !== null) f.cell(dir >= 0 ? qx - 1 : qx + 1, topRow, cp("o"), accent(pal.b, 0.6));
121  } else if (pose === "hammer") {
122    // A hammer in the forward hand, sparks on the strike.
123    const steel = accent(pal.fg, 0.8);
124    const pts = frame
125      ? [[18, 2], [19, 2], [20, 2], [21, 1], [21, 2], [21, 3], [22, 1], [22, 2], [22, 3]]
126      : [[18, 1], [18, 0], [19, -1], [20, -1], [19, 0], [20, 0], [21, -1], [21, 0]];
127    for (const [x, y] of pts) f.q(ox + flip(x), oy + y, steel);
128    if (frame) {
129      const sx = side(3);
130      f.cell(sx, Math.floor((oy + 4) / 2), cp("*"), accent(pal.warn, 1));
131      f.cell(sx + dir, Math.floor((oy + 2) / 2), cp("+"), accent(pal.warn, 0.7));
132    }
133  } else if (pose === "trip") {
134    f.cell(side(1), aboveRow ?? topRow, cp("!"), accent(pal.bad, 1));
135    f.cell(side(2), Math.floor((oy + 4) / 2), cp("*"), accent(pal.bad, 0.9));
136    f.cell(cellX(0) - dir * 2, Math.floor((oy + 4) / 2), cp("*"), accent(pal.warn, 0.8));
137  } else if (pose === "nap") {
138    const zx = side(0);
139    f.cell(zx, topRow, cp("z"), accent(pal.b, 0.55));
140    f.cell(zx + dir, aboveRow ?? topRow, cp("Z"), accent(pal.b, 0.75));
141  }
142
143  // Ink: what it writes floats off behind it.
144  for (const p of s.ink) {
145    const cx = Math.floor(p.x * W);
146    const cy = Math.floor(p.y * Math.max(1, f.rows - 1));
147    if (cx >= 0 && cx < W && !f.hasCell(cx, cy)) f.cell(cx, cy, INK[Math.min(INK.length - 1, Math.floor(p.life * INK.length))], mix(pal.bg, pal.a, (0.3 + 0.7 * p.life) * k));
148  }
149
150  // A small companion trots along while subagents work.
151  if (s.flowSub > 0.04 || [...s.steps].some((t) => t.sub)) {
152    const kid = ["######", "#.##.#", frame ? ".#..#." : "#....#"];
153    const kx = ox - dir * 12 + (dir >= 0 ? 0 : 10);
154    kid.forEach((row, y) => row.split("").forEach((c, x) => c === "#" && f.q(kx + x, H - 3 + y, mix(pal.bg, CLAWD_KID, 0.9 * k + 0.1))));
155  }
156
157  // The ground: context fill along the bottom row.
158  if (s.horizon !== null) {
159    const fillTo = Math.round(s.horizon * W);
160    for (let x = 0; x < fillTo; x += 1) if (!f.hasCell(x, f.rows - 1)) f.cell(x, f.rows - 1, HORIZON, mix(pal.bg, pal.fg, 0.2));
161  }
162  flareBackground(s, f);
163}
164
165
hooks/styles/lava.mjs 94 lines
1// lava: slow liquid blobs of colour, like a lava lamp laid on its side. They speed
2// up and merge with the stream, a tool call bubbles a new blob up from below.
3
4import { CONFIRM_TIME, clamp01, mix } from "../lib.mjs";
5
6function blobs(s) {
7  if (!s.lava) {
8    s.lava = Array.from({ length: 6 }, (_, i) => ({
9      x: (i + 0.5) / 6 + (Math.random() - 0.5) * 0.08,
10      y: Math.random(),
11      r: 0.55 + Math.random() * 0.4,
12      fx: 0.05 + Math.random() * 0.08,
13      fy: 0.25 + Math.random() * 0.3,
14      ph: Math.random() * 6.28,
15      life: Infinity,
16    }));
17    s.lavaT = 0;
18  }
19  return s.lava;
20}
21
22export function stepLava(s, dt) {
23  const list = blobs(s);
24  s.lavaT += dt * (0.25 + 1.6 * Math.max(s.flow, s.flowSub * 0.6) + (s.tools.size ? 0.3 : 0)) * s.glow;
25  for (const b of s.bursts) {
26    if (b.lava) continue;
27    b.lava = true;
28    list.push({ x: 0.1 + Math.random() * 0.8, y: 1.3, r: 0.45, fx: 0.02, fy: 0, ph: 0, life: 2.5, rise: true, color: b.color });
29  }
30  for (const b of list) {
31    if (b.rise) {
32      b.y -= dt * 0.9;
33      b.life -= dt;
34    }
35  }
36  s.lava = list.filter((b) => b.life > 0);
37}
38
39export function lavaSettled(s) {
40  return !s.lava || s.lava.every((b) => !b.rise);
41}
42
43export function drawLava(s, f) {
44  const { W, H, pal, k } = f;
45  const list = blobs(s);
46  const live = 0.45 + 0.55 * s.glow;
47  const t = s.lavaT;
48  const think = s.mode === "thinking";
49  const fresh = s.confirmAge < CONFIRM_TIME ? 1 - s.confirmAge / CONFIRM_TIME : 0;
50  // Rim, body and core: deep magenta to orange to gold while writing; violet to cyan while thinking.
51  const rim = mix(think ? pal.b : mix(pal.bad, pal.b, 0.35), pal.bg, 0.35);
52  const body = think ? pal.b : mix(pal.warn, pal.bad, 0.55);
53  const core = think ? mix(pal.c ?? pal.a, pal.fg, 0.15) : mix(pal.warn, 0xffe7a3, 0.5);
54  const placed = list.map((b) => ({
55    x: (b.rise ? b.x : b.x + 0.06 * Math.sin(t * b.fx * 6 + b.ph)) * W,
56    y: (b.rise ? b.y : 0.5 + 0.5 * Math.sin(t * b.fy + b.ph)) * H,
57    // Reach of the blob's pull, in rows; columns count 2.2 to a row.
58    reach: Math.max(1.6, b.r * H * 0.62) * (0.9 + 0.12 * Math.sin(t * 0.7 + b.ph)),
59    tool: Boolean(b.color),
60  }));
61  for (let y = 0; y < H; y += 1) {
62    for (let x = 0; x < W; x += 1) {
63      let field = 0;
64      let tool = 0;
65      for (const b of placed) {
66        const dx = (x - b.x) / 2.2;
67        const dy = y + 0.5 - b.y;
68        const q = 1 - (dx * dx + dy * dy) / (b.reach * b.reach);
69        if (q <= 0) continue;
70        const v = q * q;
71        field += v;
72        if (b.tool) tool += v;
73      }
74      if (field < 0.08) continue;
75      let color;
76      let a;
77      if (field < 0.3) {
78        // Warm light spilling just outside a blob.
79        color = rim;
80        a = (field - 0.08) * 0.9;
81      } else {
82        const inside = clamp01((field - 0.3) / 0.2);
83        const depth = clamp01((field - 0.45) / 0.35);
84        color = depth > 0 ? mix(body, core, depth) : mix(rim, body, inside);
85        a = 0.55 + 0.4 * inside;
86      }
87      if (tool > 0.1) color = mix(color, pal.warn, clamp01(tool / field));
88      if (s.flare > 0) color = mix(color, pal.bad, s.flare * 0.8);
89      a = clamp01(a * live * (0.8 + 0.25 * k) + fresh * 0.3 * clamp01(field));
90      if (a > 0.05) f.dot(x, y, mix(pal.bg, color, a));
91    }
92  }
93}
94
hooks/styles/murmuration.mjs 163 lines
1// murmuration: a flock of starlings swirling over a sunset; they gather with the
2// stream, circle while thinking, scatter on tool calls and roost when done.
3
4import { CONFIRM_TIME, clamp01, mix } from "../lib.mjs";
5
6const SKY_LOW = 0xff8a5c;
7const SKY_MID = 0xd2557a;
8const SKY_TOP = 0x4a2a6e;
9const BIRD = 0x0d0a14;
10
11function flock(s, W, H) {
12  const n = Math.max(50, Math.min(160, Math.round((W * H) / 9)));
13  if (!s.boids || s.boids.n !== n) {
14    // A loose ribbon of specks across the middle of the strip, one bird to a spot.
15    const birds = Array.from({ length: n }, (_, i) => {
16      const u = (i + Math.random()) / n;
17      return {
18        x: W * (0.12 + 0.76 * u),
19        y: H * (0.5 + 0.22 * Math.sin(u * 9.4) + (Math.random() - 0.5) * 0.3),
20        vx: 2 + Math.random(),
21        vy: (Math.random() - 0.5) * 0.5,
22      };
23    });
24    s.boids = { n, birds, W, H };
25  }
26  if (s.boids.W !== W || s.boids.H !== H) {
27    for (const b of s.boids.birds) {
28      b.x *= W / s.boids.W;
29      b.y *= H / s.boids.H;
30    }
31    s.boids.W = W;
32    s.boids.H = H;
33  }
34  return s.boids;
35}
36
37export function stepMurmuration(s, dt) {
38  if (!s.boids) return;
39  const { birds, W, H } = s.boids;
40  const energy = Math.max(s.flow, s.flowSub * 0.6);
41  const pace = s.glow;
42  if (pace <= 0) return;
43  const t = s.t;
44  const think = s.mode === "thinking" && s.tools.size === 0;
45  const done = s.confirmAge < CONFIRM_TIME || (!s.steps.size && !s.tools.size);
46  // Where the flock is drawn: a wandering point, a roost once the turn is over.
47  // A figure of eight across the whole strip; once the turn is over, a lazy drift.
48  const ax = W * (0.5 + 0.42 * Math.sin(t * (done ? 0.08 : 0.21)));
49  const ay = H * (0.5 + 0.25 * Math.sin(t * (done ? 0.16 : 0.42)));
50  const vmax = (done ? 4 : 7 + 22 * energy + (think ? 6 : 0)) * pace;
51
52  // Tool calls: scatter the birds away from a point.
53  for (const b of s.bursts) {
54    if (b.flock) continue;
55    b.flock = true;
56    const px = W * (0.2 + Math.random() * 0.6);
57    const py = H * 0.5;
58    for (const bird of birds) {
59      const dx = bird.x - px;
60      const dy = (bird.y - py) * 2;
61      const d = Math.hypot(dx, dy) + 0.5;
62      if (d < W * 0.25) {
63        bird.vx += (dx / d) * 30;
64        bird.vy += (dy / d) * 8;
65      }
66    }
67  }
68
69  for (let i = 0; i < birds.length; i += 1) {
70    const b = birds[i];
71    let cx = 0;
72    let cy = 0;
73    let avx = 0;
74    let avy = 0;
75    let sx = 0;
76    let sy = 0;
77    let n = 0;
78    for (let j = 0; j < birds.length; j += 1) {
79      if (i === j) continue;
80      const o = birds[j];
81      const dx = o.x - b.x;
82      const dy = (o.y - b.y) * 2;
83      const d2 = dx * dx + dy * dy;
84      if (d2 > 160) continue;
85      n += 1;
86      cx += o.x;
87      cy += o.y;
88      avx += o.vx;
89      avy += o.vy;
90      if (d2 < 14) {
91        sx -= dx;
92        sy -= dy / 2;
93      }
94    }
95    if (n) {
96      b.vx += ((cx / n - b.x) * 0.25 + (avx / n - b.vx) * 1.2) * dt;
97      b.vy += ((cy / n - b.y) * 0.25 + (avy / n - b.vy) * 1.2) * dt;
98    }
99    b.vx += sx * 6 * dt + (ax - b.x) * 0.12 * dt;
100    b.vy += sy * 4 * dt + (ay - b.y) * 0.7 * dt;
101    // A slow swirl about the gathering point keeps the flock rolling.
102    b.vx += -(b.y - ay) * 0.9 * dt;
103    b.vy += ((b.x - ax) / W) * H * 0.5 * dt;
104    if (think) {
105      // Circling: a swirl around the gathering point.
106      b.vx += -(b.y - ay) * 2.2 * dt;
107      b.vy += ((b.x - ax) / W) * H * 1.6 * dt;
108    }
109    // Soft walls: turn back well before the edges of the strip.
110    if (b.y < 1.5) b.vy += 18 * dt;
111    if (b.y > H - 2.5) b.vy -= 18 * dt;
112    if (b.x < 2) b.vx += 12 * dt;
113    if (b.x > W - 3) b.vx -= 12 * dt;
114    const sp = Math.hypot(b.vx, b.vy * 2);
115    if (sp > vmax) {
116      b.vx *= vmax / sp;
117      b.vy *= vmax / sp;
118    }
119    b.x += b.vx * dt;
120    b.y += b.vy * dt;
121    if (b.x < 0 || b.x > W - 1) {
122      b.x = Math.max(0, Math.min(W - 1, b.x));
123      b.vx = -b.vx * 0.5;
124    }
125    if (b.y < 0 || b.y > H - 1) {
126      b.y = Math.max(0, Math.min(H - 1, b.y));
127      b.vy = -b.vy * 0.5;
128    }
129  }
130}
131
132export function drawMurmuration(s, f) {
133  const { W, H, pal, k } = f;
134  const live = 0.6 + 0.4 * s.glow;
135  const { birds } = flock(s, W, H);
136  const fresh = s.confirmAge < CONFIRM_TIME ? 1 - s.confirmAge / CONFIRM_TIME : 0;
137  const think = s.mode === "thinking";
138
139  // A sunset: warm low, violet high; it warms further when a turn completes.
140  const sky = (y) => {
141    const t = H === 1 ? 0.5 : y / (H - 1);
142    const low = think ? mix(SKY_MID, pal.b, 0.5) : SKY_LOW;
143    return t > 0.55 ? mix(SKY_MID, low, (t - 0.55) / 0.45) : mix(SKY_TOP, SKY_MID, t / 0.55);
144  };
145  for (let y = 0; y < H; y += 1) {
146    const color = s.flare > 0 ? mix(sky(y), pal.bad, s.flare * 0.7) : sky(y);
147    const a = (0.62 + 0.3 * (y / H) + 0.1 * fresh) * live * (0.85 + 0.2 * k);
148    for (let x = 0; x < W; x += 1) {
149      const sun = Math.exp(-(((x - W * 0.82) / (W * 0.12)) ** 2) - (((y - H) / (H * 0.6)) ** 2));
150      f.dot(x, y, mix(pal.bg, mix(color, 0xffd27a, sun * 0.6), clamp01(a + sun * 0.25)));
151    }
152  }
153
154  // The birds: dark points; denser spots read darker.
155  for (const b of birds) {
156    const x = Math.round(b.x);
157    const y = Math.round(b.y);
158    if (x < 0 || y < 0 || x >= W || y >= H) continue;
159    // One speck per bird, dark against the sky.
160    f.dot(x, y, mix(sky(y), BIRD, 0.88));
161  }
162}
163
hooks/styles/network.mjs 254 lines
1// network: a mesh of nodes in three layers of depth, requests flying between them
2// as comets, and a block chain that locks in a block when a turn completes.
3
4import { CONFIRM_TIME, MESH, clamp01, clampInt, cp, hash, line, mix } from "../lib.mjs";
5
6const LINK_H = cp("─");
7const LINK_UP = cp("╱");
8const LINK_DOWN = cp("╲");
9const LINK_DOT = cp("┄");
10const NODE = cp("◆");
11const HEAD = cp("•");
12const BLOCK = [cp("▐"), cp("█"), cp("▌")];
13
14// ---- Layout -------------------------------------------------------------------------
15
16export function layoutFor(s, columns, rows) {
17  if (s.layout && s.layout.columns === columns && s.layout.rows === rows) return s.layout;
18  const chainW = Math.max(10, Math.round(columns * 0.2));
19  const meshW = Math.max(8, columns - chainW - 3);
20  const count = clampInt(Math.round(meshW / 12), 3, 9);
21  const spacing = meshW / count;
22  const nodes = [];
23  for (let i = 0; i < count; i += 1) {
24    const x = Math.round((i + 0.5) * spacing + (hash(i * 7.1) - 0.5) * spacing * 0.35);
25    let y = rows === 1 ? 0 : Math.round(hash(i * 3.7 + 1) * (rows - 1));
26    if (i > 0 && rows > 1 && y === nodes[i - 1].y && hash(i * 1.3) > 0.35) y = y === 0 ? 1 : y - 1;
27    nodes.push({ x, y, phase: hash(i * 5.3) * 6.28 });
28  }
29  const chainRow = rows === 1 ? 0 : Math.floor((rows - 1) / 2);
30  const chainX = columns - chainW;
31  const edges = [];
32  for (let i = 0; i + 1 < count; i += 1) edges.push({ a: i, b: i + 1, cells: linkPath(nodes[i], nodes[i + 1], LINK_H) });
33  const last = nodes[count - 1];
34  const chainLink = { a: count - 1, b: -1, cells: linkPath(last, { x: chainX - 1, y: chainRow }, LINK_DOT).concat([{ x: chainX - 1, y: chainRow, g: LINK_DOT }]) };
35  // Depth: two layers of small pixel nodes behind the mesh.
36  const H = rows * 2;
37  const layer = (n, seed) => Array.from({ length: n }, (_, i) => ({ x: hash(i * 2.9 + seed) * meshW, y: hash(i * 6.1 + seed) * (H - 1), tw: hash(i * 1.1 + seed) * 6.28 }));
38  const far = layer(Math.round(meshW / 5), 11);
39  const mid = layer(Math.round(meshW / 9), 37);
40  s.layout = { columns, rows, nodes, edges, chainLink, chainX, chainW, chainRow, meshW, far, mid };
41  return s.layout;
42}
43
44// The cells between two nodes: flat runs with the row changes in the middle.
45function linkPath(a, b, flat) {
46  const cells = [];
47  const n = b.x - a.x - 1;
48  const dy = b.y - a.y;
49  const steps = Math.min(Math.abs(dy), Math.max(0, n));
50  const first = a.x + 1 + Math.floor((n - steps) / 2);
51  let y = a.y;
52  for (let x = a.x + 1; x < b.x; x += 1) {
53    if (x >= first && x < first + steps) {
54      cells.push({ x, y, g: dy > 0 ? LINK_DOWN : LINK_UP });
55      y += Math.sign(dy);
56    } else {
57      cells.push({ x, y, g: flat });
58    }
59  }
60  return cells;
61}
62
63// ---- Requests -----------------------------------------------------------------------
64
65// A request along a link: any link, one out of a node, or into the chain.
66export function packet(s, color, speed, fromNode, toChain) {
67  if (toChain) return { e: -1, rev: false, p: 0, speed, color };
68  const lay = s.layout;
69  if (fromNode !== undefined && lay) {
70    const mine = lay.edges.map((e, i) => [e, i]).filter(([e]) => e.a === fromNode || e.b === fromNode);
71    if (mine.length) {
72      const [e, i] = mine[Math.floor(Math.random() * mine.length)];
73      return { e: i, rev: e.b === fromNode, p: 0, speed, color };
74    }
75  }
76  return { e: Math.floor(Math.random() * 64), rev: Math.random() < 0.5, p: 0, speed, color };
77}
78
79export function stepNetwork(s, dt) {
80  const lay = s.layout;
81  s.netDrift += dt * (0.4 + 2.2 * Math.max(s.flow, s.flowSub)) * s.glow;
82  for (const [key, lit] of s.netLit) {
83    lit.v -= dt / 0.7;
84    if (lit.v <= 0) s.netLit.delete(key);
85  }
86  for (const p of s.packets) {
87    if (p.p < 0 || !lay) continue;
88    const key = p.e < 0 ? -1 : p.e % lay.edges.length;
89    const lit = s.netLit.get(key) ?? { v: 0, color: p.color };
90    lit.v = Math.min(1, lit.v + dt * 3);
91    lit.color = p.color;
92    s.netLit.set(key, lit);
93    if (p.p + p.speed * dt >= 1) {
94      const edge = p.e < 0 ? lay.chainLink : lay.edges[key];
95      s.arrivals.push({ node: p.e < 0 ? -1 : p.rev ? edge.a : edge.b, age: 0, color: p.color });
96    }
97  }
98  for (const a of s.arrivals) a.age += dt;
99  s.arrivals = s.arrivals.filter((a) => a.age < 0.45);
100  if (s.consensus !== Infinity) {
101    s.consensus += dt;
102    if (s.consensus > 1.6) s.consensus = Infinity;
103  }
104  // Now and then while working, the nodes agree: a pulse runs along the mesh.
105  if ((s.steps.size > 0 || s.tools.size > 0) && s.consensus === Infinity && Math.random() < dt / 5) s.consensus = 0;
106}
107
108export function networkSettled(s) {
109  return s.arrivals.length === 0 && s.consensus === Infinity;
110}
111
112// ---- Drawing ------------------------------------------------------------------------
113
114export function drawNetwork(s, f) {
115  const { k, W, H } = f;
116  const lay = layoutFor(s, f.columns, f.rows);
117  const live = s.glow;
118  const nodePx = (n) => [n.x, n.y * 2 + 0.5];
119
120  // Far and middle layers: small pixel nodes drifting at two speeds, faint links between neighbours.
121  const drawLayer = (pts, speed, bright, linked) => {
122    const placed = pts.map((p) => ({ x: (((p.x - s.netDrift * speed) % lay.meshW) + lay.meshW) % lay.meshW, y: p.y, tw: p.tw })).sort((a, b) => a.x - b.x);
123    if (linked) {
124      for (let i = 0; i + 1 < placed.length; i += 1) {
125        const a = placed[i];
126        const b = placed[i + 1];
127        if (b.x - a.x < 9) line(a.x, a.y, b.x, b.y, (x, y) => f.glow(x, y, MESH.purple, bright * 0.35 * k));
128      }
129    }
130    for (const p of placed) {
131      const tw = 0.65 + 0.35 * Math.sin(s.t * 1.3 + p.tw);
132      f.glow(p.x, p.y, mix(MESH.purple, MESH.blue, 0.4), bright * tw * k * (0.7 + 0.3 * live));
133    }
134  };
135  // Depth needs room: at three rows or fewer the back layers would read as noise.
136  if (f.rows >= 4) {
137    drawLayer(lay.far, 0.5, 0.14, true);
138    drawLayer(lay.mid, 1.2, 0.26, false);
139  }
140
141  // Halos: a soft falloff around each mesh node, brighter while busy or pulsing.
142  const pulseOf = (n) => (s.consensus === Infinity ? 0 : Math.exp(-(((s.consensus - n * 0.09) / 0.11) ** 2)));
143  lay.nodes.forEach((node, n) => {
144    const [cx, cy] = nodePx(node);
145    const breathe = 0.5 + 0.5 * Math.sin(s.t * 1.6 + node.phase);
146    let strength = (0.07 + 0.12 * live * breathe) * k + 0.35 * pulseOf(n);
147    let color = live > 0.05 ? MESH.green : MESH.purple;
148    for (const a of s.arrivals) if (a.node === n) { strength += 0.3 * (1 - a.age / 0.45); color = a.color; }
149    for (const b of s.bursts) if (b.node % lay.nodes.length === n) { strength += 0.22; color = b.color; }
150    halo(f, cx, cy, 2.2, 0.85, color, strength);
151  });
152
153  // Links: thin and dim, lit up for a moment along a request's path.
154  const base = mix(MESH.bg, MESH.purple, 0.28 + 0.1 * k + 0.1 * live);
155  lay.edges.forEach((e, i) => {
156    const lit = s.netLit.get(i);
157    const color = lit ? mix(base, lit.color, 0.45 * lit.v) : base;
158    for (const c of e.cells) f.cell(c.x, c.y, c.g, color);
159  });
160  const chainLit = s.netLit.get(-1);
161  const chainBase = mix(MESH.bg, MESH.purple, 0.22 + 0.1 * k);
162  for (const c of lay.chainLink.cells) f.cell(c.x, c.y, c.g, chainLit ? mix(chainBase, chainLit.color, 0.5 * chainLit.v) : chainBase);
163
164  // Requests: comets with a bright head and a long gradient tail.
165  for (const p of s.packets) {
166    if (p.p < 0) continue;
167    const edge = p.e < 0 ? lay.chainLink : lay.edges[p.e % lay.edges.length];
168    const cells = p.rev ? [...edge.cells].reverse() : edge.cells;
169    if (!cells.length) continue;
170    const head = Math.min(cells.length - 1, Math.floor(p.p * cells.length));
171    const tail = 5;
172    for (let j = tail; j >= 1; j -= 1) {
173      const c = cells[head - j];
174      if (c) f.cell(c.x, c.y, c.g, mix(base, p.color, 0.9 * (1 - j / (tail + 1)) ** 1.3));
175    }
176    const c = cells[head];
177    halo(f, c.x, c.y * 2 + 0.5, 1.1, 0.55, p.color, 0.28 * k);
178    f.cell(c.x, c.y, HEAD, mix(p.color, MESH.fg, 0.35));
179  }
180
181  // Tool bursts: short sparks flying out from the working node, in the empty
182  // cells only, so the wires keep their own colour.
183  for (const b of s.bursts) {
184    const node = lay.nodes[b.node % lay.nodes.length];
185    const [cx, cy] = nodePx(node);
186    const age = b.done ? b.age : b.age % 0.7;
187    const fade = b.done ? Math.max(0, 1 - b.age / 0.8) : 1 - age / 0.7;
188    const r = 1.5 + age * 9;
189    for (let a = 0; a < 12; a += 1) {
190      const t = (a / 12) * Math.PI * 2 + 0.26;
191      for (let j = 0; j < 2; j += 1) {
192        const x = Math.round(cx + Math.cos(t) * (r - j * 1.2) * 2.2);
193        const y = Math.round(cy + Math.sin(t) * (r - j * 1.2));
194        if (x < 0 || y < 0 || x >= W || y >= H || f.hasCell(x, y >> 1)) continue;
195        f.glow(x, y, b.color, (j === 0 ? 0.85 : 0.4) * fade * k);
196      }
197    }
198  }
199
200  // Nodes: diamonds; idle lilac, busy green, white at the crest of a pulse.
201  lay.nodes.forEach((node, n) => {
202    const breathe = 0.5 + 0.5 * Math.sin(s.t * 1.6 + node.phase);
203    let color = mix(mix(MESH.bg, MESH.lilac, 0.68 + 0.2 * k), MESH.green, live * (0.75 + 0.25 * breathe));
204    color = mix(color, MESH.fg, pulseOf(n) * 0.8);
205    for (const a of s.arrivals) if (a.node === n) color = mix(color, MESH.fg, 0.7 * (1 - a.age / 0.45));
206    for (const b of s.bursts) {
207      if (b.node % lay.nodes.length !== n) continue;
208      const fade = b.done ? Math.max(0, 1 - b.age / 0.8) : 0.8 + 0.2 * Math.sin(b.age * 10);
209      color = mix(color, b.color, fade);
210    }
211    f.cell(node.x, node.y, NODE, color);
212  });
213
214  drawChain(s, f, lay);
215}
216
217// The chain: a genesis block plus one per finished turn. The newest locks in with a
218// white flash, a ring, and a shockwave running back along the older blocks.
219function drawChain(s, f, lay) {
220  const { k } = f;
221  const tall = f.rows >= 5;
222  const slots = Math.max(1, Math.floor((lay.chainW + 1) / 4));
223  const shown = Math.min(s.chain + 1, slots);
224  const age = s.confirmAge;
225  const fresh = age < CONFIRM_TIME;
226  const settled = mix(MESH.bg, MESH.purple, 0.62 + 0.25 * k);
227  for (let j = 0; j < shown; j += 1) {
228    const x = lay.chainX + j * 4;
229    const isNew = j === shown - 1 && fresh;
230    let color = settled;
231    if (isNew) {
232      color = age < 0.18 ? MESH.fg : mix(MESH.green, settled, clamp01((age - 0.18) / (CONFIRM_TIME - 0.18)) ** 2);
233      halo(f, x + 1, lay.chainRow * 2 + (tall ? 1.5 : 0.5), 2 + age * 7, 0.9 + age * 1.6, MESH.green, 0.55 * (1 - age / CONFIRM_TIME) ** 2);
234    } else if (fresh) {
235      // Shockwave: older blocks brighten as the wave passes them.
236      const dist = shown - 1 - j;
237      const wave = Math.exp(-(((age * 9 - dist) / 0.8) ** 2));
238      color = mix(settled, MESH.green, 0.75 * wave);
239    }
240    for (let r = 0; r < (tall ? 2 : 1); r += 1) BLOCK.forEach((g, d) => f.cell(x + d, lay.chainRow + r, g, color));
241    if (j > 0) f.cell(x - 1, lay.chainRow + (tall ? 1 : 0), LINK_H, mix(MESH.bg, MESH.dim, 0.8));
242  }
243}
244
245function halo(f, cx, cy, rx, ry, color, strength) {
246  if (strength <= 0.02) return;
247  for (let y = Math.floor(cy - ry * 2); y <= cy + ry * 2; y += 1) {
248    for (let x = Math.floor(cx - rx * 2); x <= cx + rx * 2; x += 1) {
249      const d = ((x - cx) / rx) ** 2 + ((y - cy) / ry) ** 2;
250      f.glow(x, y, color, strength * Math.exp(-d));
251    }
252  }
253}
254
hooks/styles/synthwave.mjs 105 lines
1// synthwave: a perspective neon grid racing toward a striped sun on the horizon.
2// States show in the grid's colour, the sun's glow and how fast the road scrolls.
3
4import { CONFIRM_TIME, clamp01, hash, mix } from "../lib.mjs";
5
6const SKY_TOP = 0x12082a;
7const SKY_LOW = 0x5a1a58;
8const SUN_TOP = 0xffd34e;
9const SUN_LOW = 0xff2a7a;
10const MAGENTA = 0xff3d9a;
11const VIOLET = 0x9a6bff;
12const CYAN = 0x2de2e6;
13const MOUNTAIN = 0x24113c;
14const FLOOR = 0x0d0618;
15
16export function stepSynthwave(s, dt) {
17  const think = s.mode === "thinking" && s.tools.size === 0;
18  s.road += dt * (think ? 0.3 : 0.6 + 3.2 * Math.max(s.flow, s.flowSub * 0.6)) * s.glow;
19}
20
21export function drawSynthwave(s, f) {
22  const { W, H, pal, k } = f;
23  const live = 0.45 + 0.55 * s.glow;
24  const hy = Math.max(2, Math.round(H * 0.4));
25  const depth = H - 1 - hy;
26  const think = s.mode === "thinking" && s.tools.size === 0;
27  const fresh = s.confirmAge < CONFIRM_TIME ? 1 - s.confirmAge / CONFIRM_TIME : 0;
28  const put = (x, y, color, a) => f.dot(x, y, mix(pal.bg, color, clamp01(a * live * (0.8 + 0.25 * k))));
29  let grid = s.tools.size > 0 ? CYAN : think ? VIOLET : MAGENTA;
30  if (s.flare > 0) grid = mix(grid, pal.bad, s.flare);
31  const vx = Math.round(W * 0.5);
32
33  // Sky: deep violet down to magenta at the horizon.
34  for (let y = 0; y < hy; y += 1) {
35    const t = hy === 1 ? 1 : y / (hy - 1);
36    for (let x = 0; x < W; x += 1) put(x, y, mix(SKY_TOP, think ? 0x35266e : SKY_LOW, t * t), 0.6 + 0.3 * t);
37  }
38
39  // Sun on the vanishing point, yellow to pink, cut by scanlines in its lower half.
40  const r = Math.max(2.5, hy * 1.2);
41  for (let y = Math.max(0, Math.floor(hy - r)); y < hy; y += 1) {
42    const dy = hy - 0.5 - y;
43    const half = Math.sqrt(Math.max(0, r * r - dy * dy)) * 1.6;
44    const t = 1 - dy / r;
45    if (t > 0.4 && (hy - y) % 2 === 1) continue;
46    for (let x = Math.floor(vx - half); x <= vx + half; x += 1) put(x, y, mix(SUN_TOP, SUN_LOW, t), 1);
47  }
48  // Its glow; a finished turn flares it.
49  for (let y = 0; y <= hy; y += 1) {
50    for (let x = Math.floor(vx - r * 6); x <= vx + r * 6; x += 1) {
51      const d = Math.hypot((x - vx) / (r * (3 + 2 * fresh)), (y - hy) / (r * 1.4));
52      if (d < 1) f.glow(x, y, SUN_LOW, (0.14 + 0.45 * fresh) * (1 - d) * live);
53    }
54  }
55
56  // A dark ridge on the horizon, low in front of the sun.
57  for (let x = 0; x < W; x += 1) {
58    const u = x / W;
59    const ridge = (0.5 + 0.5 * Math.sin(u * 13 + 1.3)) * (0.5 + 0.5 * Math.sin(u * 5.1 + 0.4)) + 0.25 * hash(Math.floor(x / 3));
60    const h = Math.round(ridge * (hy - 1) * 0.55 * clamp01(Math.abs(x - vx) / (r * 2.2)));
61    for (let y = hy - h; y < hy; y += 1) put(x, y, MOUNTAIN, 1);
62  }
63
64  // The floor: dark, the grid drawn over it in single-pixel lines.
65  for (let y = hy; y < H; y += 1) for (let x = 0; x < W; x += 1) put(x, y, FLOOR, 0.92);
66
67  // Lines running back to a vanishing point behind the sun, fanning out toward the
68  // viewer. Only lines steep enough to read as lines are drawn; in a strip this
69  // wide the shallower ones would smear into stripes.
70  // Far enough above the horizon that the steepest drawable lines still reach both edges.
71  const lift = Math.max(depth * 2.5, Math.max(vx, W - vx) / 2.4 - depth);
72  const spacing = Math.max(5, depth * 1.1);
73  for (let kx = -30; kx <= 30; kx += 1) {
74    const bx = vx + kx * spacing;
75    const slope = Math.abs(bx - vx) / (lift + depth);
76    if (slope > 2.4) continue;
77    const x0 = vx + (bx - vx) * (lift / (lift + depth));
78    const y0 = hy + 1;
79    const y1 = H - 1;
80    const steps = Math.ceil(Math.max(Math.abs(bx - x0), y1 - y0));
81    for (let i = 0; i <= steps; i += 1) {
82      const t = i / steps;
83      const x = Math.round(x0 + (bx - x0) * t);
84      const y = Math.round(y0 + (y1 - y0) * t);
85      if (x < 0 || x >= W) continue;
86      put(x, y, grid, 0.25 + 0.7 * ((y - hy) / depth));
87    }
88  }
89
90  // Lines across, closer together toward the horizon, scrolling toward the viewer.
91  const phase = s.road % 1;
92  let last = H;
93  for (let i = 0; i < 12; i += 1) {
94    const d = i + 1 - phase;
95    const y = Math.round(hy + depth / d);
96    if (y >= H) continue;
97    if (y <= hy || last - y < 2) break;
98    last = y;
99    for (let x = 0; x < W; x += 1) put(x, y, grid, 0.3 + 0.65 * clamp01(1.3 / d));
100  }
101
102  // The horizon: one bright line, whiter as the sun flares.
103  for (let x = 0; x < W; x += 1) put(x, hy, mix(grid, 0xffffff, 0.2 + 0.5 * fresh), 0.9);
104}
105
hooks/styles/warp.mjs 97 lines
1// warp: a hyperspace starfield; streaks stretch with the stream, and a completed
2// turn is a jump flash.
3
4import { CONFIRM_TIME, clamp01, line, mix } from "../lib.mjs";
5
6
7function spawn(star, far) {
8  // Wide in x so the field fills a strip far wider than it is tall.
9  star.x = (Math.random() * 2 - 1) * 3.2;
10  star.y = (Math.random() * 2 - 1) * 1.2;
11  star.z = far ? 1 : 0.15 + Math.random() * 0.85;
12  star.pz = star.z;
13  star.hue = Math.random();
14}
15
16function stars(s) {
17  // Sparse enough that each streak reads on its own: about one star per 9 pixels.
18  const count = s.warpDims ? Math.max(24, Math.min(160, Math.round((s.warpDims.W * s.warpDims.H) / 9))) : 60;
19  if (!s.warpStars || s.warpStars.length !== count) {
20    s.warpStars = Array.from({ length: count }, () => {
21      const star = {};
22      spawn(star, false);
23      return star;
24    });
25  }
26  return s.warpStars;
27}
28
29function speedOf(s) {
30  const jump = s.confirmAge < CONFIRM_TIME ? Math.max(0, 1 - s.confirmAge / 0.9) : 0;
31  const tool = s.tools.size > 0 ? 0.25 : 0;
32  return (0.06 + 1.3 * Math.max(s.flow, s.flowSub * 0.6) + tool + 3 * jump) * s.glow;
33}
34
35export function stepWarp(s, dt) {
36  const v = speedOf(s);
37  for (const star of stars(s)) {
38    star.pz = star.z;
39    star.z -= v * dt;
40    // Gone past the edge of the strip, or past the viewer: start again far away.
41    const off = s.warpDims && Math.abs((star.x / star.z) * s.warpDims.W * 0.16) > s.warpDims.W * 0.55;
42    if (star.z <= 0.04 || off) spawn(star, true);
43  }
44}
45
46export function drawWarp(s, f) {
47  const { W, H, pal, k } = f;
48  const live = 0.35 + 0.65 * s.glow;
49  const cx = (W - 1) / 2;
50  const cy = (H - 1) / 2;
51  s.warpDims = { W, H };
52  const v = speedOf(s);
53  const think = s.mode === "thinking";
54  const tool = s.tools.size > 0;
55  const cool = think ? pal.b : pal.c ?? pal.fg;
56  const proj = (x, y, z) => [cx + (x / z) * W * 0.16, cy + (y / z) * H * 0.42];
57
58  // A faint tunnel glow at the centre, stronger at speed.
59  for (let y = 0; y < H; y += 1) {
60    for (let x = 0; x < W; x += 1) {
61      const d = Math.hypot((x - cx) / (W * 0.22), (y - cy) / (H * 0.9));
62      if (d < 1) f.glow(x, y, think ? pal.b : 0x3a4cff, (1 - d) ** 2 * (0.08 + 0.35 * clamp01(v)) * live);
63    }
64  }
65
66  for (const star of stars(s)) {
67    const [x1, y1] = proj(star.x, star.y, star.z);
68    if (x1 < -2 || x1 > W + 1 || y1 < -1 || y1 > H) continue;
69    const near = clamp01(1.15 - star.z);
70    let color = mix(pal.fg, cool, 0.35 + 0.4 * star.hue);
71    if (tool) color = mix(color, pal.warn, 0.55);
72    if (s.flare > 0) color = mix(color, pal.bad, s.flare);
73    const bright = (0.12 + 0.88 * near * near) * live * (0.75 + 0.25 * k);
74    // Streak from where the star was a moment ago; longer the faster we go.
75    const back = Math.min(1, star.z + v * 0.18 + 0.004);
76    const [x0, y0] = proj(star.x, star.y, back);
77    const len = Math.max(1, Math.hypot(x1 - x0, y1 - y0));
78    let i = 0;
79    line(x0, y0, x1, y1, (x, y) => {
80      i += 1;
81      f.glow(x, y, color, bright * (0.15 + 0.85 * (i / (len + 1))));
82    });
83    f.glow(x1, y1, mix(color, 0xffffff, 0.4), bright);
84  }
85
86  // The jump: a white flash from the centre that fades out.
87  if (s.confirmAge < 0.6) {
88    const a = 1 - s.confirmAge / 0.6;
89    for (let y = 0; y < H; y += 1) {
90      for (let x = 0; x < W; x += 1) {
91        const d = Math.abs(x - cx) / (W * 0.5);
92        f.tint(x, y, 0xffffff, a * a * (0.85 - 0.6 * d));
93      }
94    }
95  }
96}
97
hooks/styles/wave.mjs 91 lines
1// wave: a low flowing wave with sparks, the original strip.
2
3import {
4  B64,
5  BLANK,
6  CELEBRATE_TIME,
7  CLAWD,
8  CLAWD_KID,
9  CONFIRM_TIME,
10  DEFAULT_COLOR,
11  EFFORT,
12  FALLBACK,
13  Frame,
14  HORIZON,
15  INK,
16  INTENSITY,
17  LOWER,
18  MESH,
19  PALETTES,
20  PULSE_HEAD,
21  PULSE_TRAIL,
22  QUAD,
23  SPARK_MAIN,
24  SPARK_SUB,
25  TRIP_TIME,
26  UPPER,
27  WAVE,
28  add,
29  clamp01,
30  clampInt,
31  cp,
32  flareBackground,
33  hash,
34  horizonLine,
35  line,
36  mix,
37  modeColor,
38  quantize,
39  toBase64,
40} from "../lib.mjs";
41
42
43export function drawWave(s, f) {
44  const { columns, rows, pal, k } = f;
45  const base = pal.bg;
46  const bottom = rows - 1;
47  if (s.horizon !== null) {
48    const fillTo = Math.round(s.horizon * columns);
49    for (let x = 0; x < fillTo; x += 1) f.cell(x, bottom, HORIZON, mix(base, pal.fg, 0.22 * k + 0.05));
50  }
51  const color = modeColor(s, pal);
52  if (s.glow > 0) {
53    const amp = s.glow * (0.2 + 0.8 * Math.max(s.flow, s.flowSub * 0.6));
54    const levels = Math.max(5, Math.round(rows * 8 * 0.8));
55    for (let x = 0; x < columns; x += 1) {
56      const h = amp * waveHeight(s.t, (x + 0.5) / columns);
57      let level = Math.round(h * levels);
58      const shade = mix(base, color, (0.35 + 0.65 * h) * k);
59      for (let r = bottom; r >= 0 && level > 0; r -= 1) {
60        f.cell(x, r, WAVE[Math.min(8, level) - 1], shade);
61        level -= 8;
62      }
63    }
64    const subColor = mix(pal.b, pal.fg, 0.4);
65    for (const p of s.particles) {
66      const x = clampInt(Math.floor(p.x * columns), 0, columns - 1);
67      const r = Math.min(rows - 1, Math.floor(p.row * rows));
68      const set = p.sub ? SPARK_SUB : SPARK_MAIN;
69      f.cell(x, r, set[Math.min(set.length - 1, Math.floor(p.life * set.length))], mix(base, p.sub ? subColor : color, (0.45 + 0.55 * p.life) * s.glow * k));
70    }
71  }
72  for (const p of s.pulses) {
73    const head = Math.floor(p.x * columns);
74    const trail = p.sub ? 4 : 9;
75    const c = p.sub ? mix(pal.warn, pal.fg, 0.35) : pal.warn;
76    for (let j = 0; j <= trail; j += 1) {
77      const x = head - j;
78      if (x >= 0 && x < columns) f.cell(x, bottom, j === 0 ? PULSE_HEAD : PULSE_TRAIL, mix(base, c, j === 0 ? 1 : 0.85 * (1 - j / (trail + 1)) * k));
79    }
80  }
81  flareBackground(s, f);
82}
83
84function waveHeight(t, u) {
85  const a = 0.5 + 0.5 * Math.sin(u * 11 + t * 2.1);
86  const b = 0.6 + 0.4 * Math.sin(u * 29 - t * 3.3);
87  const c = 0.75 + 0.25 * Math.sin(u * 5 - t * 0.9);
88  return a * b * c;
89}
90
91