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

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:
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.
claude --plugin-dir ./mods/ambient
| Command | Does |
|---|---|
/ambient | Switches to the next style |
/ambient <style> | Picks a style by name |
/ambient styles | Shows 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 preview | Shows 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 on | Hides 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):
| Option | Values | Default |
|---|---|---|
style | any style above (a style saved with /ambient wins) | network |
rows | 1 to 6 (critter uses at least 3, synthwave at least 4) | 3 |
intensity | soft, bright, vivid | bright |
palette | auto, nightshade, rose-pine, kanagawa-wave, kanagawa-dragon, catppuccin-mocha, catppuccin-latte, dusk | auto |
auto reads the theme name ccs-theme leaves in ~/.config/ccstatusline/.theme at session start, and falls back to dusk, a dark palette.
hooks/ambient.mjs: the hooks, the timer and the /ambient commandhooks/scene.mjs: the shared simulation (what is running, how fast the stream is, the events), with no engine callshooks/lib.mjs: palettes, glyphs, the cell and half-block pixel frame, color mathhooks/styles/*.mjs: one file per style; none of them calls the engine, so frames can be rendered outside a sessionclaude plugin validate --strict mods/ambient
claude plugin test mods/ambient
Tested on Claude Code 2.1.287.
ccs-theme switch, run /reload-plugins or start a new session./ambient preview the demo turn mixes with any real work in progress.hooks/ambient.mjs 467 lines1// 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}
467hooks/scene.mjs 285 lines1// 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}
285hooks/lib.mjs 246 lines1// 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}
246hooks/styles/aurora.mjs 116 lines1// 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
116hooks/styles/critter.mjs 165 lines1// 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
165hooks/styles/lava.mjs 94 lines1// 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}
94hooks/styles/murmuration.mjs 163 lines1// 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}
163hooks/styles/network.mjs 254 lines1// 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}
254hooks/styles/synthwave.mjs 105 lines1// 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}
105hooks/styles/warp.mjs 97 lines1// 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}
97hooks/styles/wave.mjs 91 lines1// 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