Play ascii.rest's 209 animated ascii pieces above the prompt: /ascii [piece | list | stop]

A Claude Code mod that plays the 209 animated pieces from ascii.rest in a band above the prompt, beside whatever else you have open.
At the prompt of a Claude Code terminal session:
/plugin install ascii-rest --marketplace DresvyanskiyDenis/claude-code-ascii-rest
Answer y to add the marketplace, then pick a scope: the user scope makes it available in every session.
| Command | What it does |
|---|---|
/ascii | plays a random piece |
/ascii night-coast | plays a piece by name |
/ascii list | lists every piece by category |
/ascii stop | hides the band |
Character pieces (campfire, doom-fire, radar, …) play in any terminal.
The 15 scenes (alpine-dawn, aurora-fjord, deep-reef, desert-night, earthrise, kyoto-dusk, lantern-lake, marine-drive, misty-forest, night-coast, ocean-sunset, storm-plains, taj-dawn, tokyo-rain, varanasi-ghats) are pictures made of dots. They play as images in terminals with kitty graphics Unicode placeholders (Ghostty, kitty), and as coloured half blocks everywhere else.
~/.zshrc): [[ -n $HERDR_PANE_ID ]] && export CLAUDE_CODE_FORCE_TERMINAL_IMAGES=1
Built and tested on Claude Code 2.1.294.
claude --plugin-dir . # run it from this folder
claude plugin test . # tests/ascii.test.ts
claude plugin validate .
hooks/png.ts is a small PNG encoder: the plugin sandbox has no zlib, and Claude Code moves image bytes to the terminal at about 1 MB/s, so a scene frame goes as a 12–25 KB PNG rather than 700 KB of raw pixels.
The pieces are ascii.rest by bas3line (MIT), vendored unchanged under hooks/vendor/; hooks/painter.ts is adapted from its src/terminal.ts. See hooks/vendor/SOURCE.txt and hooks/vendor/LICENSE.
hooks/register.tsx 190 lines1import { atom, read, update } from 'claude-code'
2import type { Register, Timer } from 'claude-code'
3
4import { dots } from './dots.ts'
5import { dark, painter } from './painter.ts'
6import * as pieces from './vendor/pieces/index.ts'
7import type { Frame, Piece } from './vendor/types.ts'
8
9const ART = 'art'
10// Raster's colour for "the terminal's own"
11const DEFAULT = 0x01000000
12// ponytail: 3 px a dot, 600 x 300 and a 12 to 25 KB PNG a frame for a 200 x 100 scene; raise it for a sharper picture if frames keep up
13const SCALE = 3
14
15const playing = atom({ plugin: 'ascii-rest', key: 'playing' } as const, null)
16
17type Cells = ReturnType<typeof painter>
18// A scene plays as an Image of its dots, any other piece as a Raster of its characters.
19type Art = { pic: ReturnType<typeof dots>; color: Uint8Array } | { cells: Cells }
20// Its own timer, so a tick left over from the last piece can only end itself.
21type Player = { name: string; frame: Frame; paper: boolean; fps: number; start: number; art: Art; w: number; h: number; tick?: Timer; busy: boolean; denied: number }
22
23// "nightCoast" -> "night-coast", the names ascii.rest's site and CLI use
24export const byName = new Map(
25 Object.entries(pieces).map(([key, piece]) => [key.replace(/[A-Z]/g, c => `-${c.toLowerCase()}`), piece as Piece]),
26)
27
28/** The middle `w` x `h` of the painted cells, cropped or padded with the ground, as Raster's base64 `[codePoint, fg, bg]` u32 triplets. */
29export function encode(cells: Cells, w: number, h: number): string {
30 const words = new Uint32Array(w * h * 3)
31 const ground = cells.base < 0 ? DEFAULT : cells.base
32 const sx = (cells.cols - w) >> 1, sy = (cells.rows - h) >> 1
33 for (let y = 0, k = 0; y < h; y++)
34 for (let x = 0; x < w; x++, k += 3) {
35 const cx = sx + x, cy = sy + y
36 if (cx < 0 || cx >= cells.cols || cy < 0 || cy >= cells.rows) {
37 words[k] = 32
38 words[k + 1] = DEFAULT
39 words[k + 2] = ground
40 continue
41 }
42 const i = cy * cells.cols + cx
43 words[k] = cells.ch[i].charCodeAt(0)
44 words[k + 1] = cells.fg[i] < 0 ? DEFAULT : cells.fg[i]
45 words[k + 2] = cells.bg[i] < 0 ? DEFAULT : cells.bg[i]
46 }
47 return new Uint8Array(words.buffer).toBase64()
48}
49
50const list = () => {
51 const groups = new Map<string, string[]>()
52 for (const [name, { meta }] of byName) groups.set(meta.category, [...(groups.get(meta.category) ?? []), name])
53 return [...groups].map(([category, names]) => `${category}: ${names.join(', ')}`).join('\n')
54}
55
56export const register: Register = on => {
57 // Module variables: a reload starts them over, and the next draw of the band starts the piece again.
58 let player: Player | undefined
59 // A scene is a picture until the engine says this terminal draws none (herdr, tmux), then half blocks.
60 let pictures = true
61
62 // Time from the clock, not counted in ticks: a late tick skips a frame instead of slowing the piece down.
63 const paint = (p: Player, now: number) => {
64 const t = (now - p.start) / 1000
65 if ('pic' in p.art) p.art.pic.paint(p.frame(t, { paper: p.paper, color: p.art.color }), p.art.color)
66 else p.art.cells.paint(p.frame(t, { paper: p.paper, color: p.art.cells.color }))
67 }
68 const stop = () => {
69 player?.tick?.cancel()
70 player = undefined
71 }
72
73 on('session.start', async ($, e, next) => {
74 await $.command.register({
75 name: 'ascii',
76 description: 'Play an ascii.rest animation above the prompt: /ascii [piece | list | stop], random when empty',
77 })
78
79 return next(e)
80 })
81
82 on('command.run', { command: 'ascii' }, async ($, e) => {
83 const arg = e.args.trim().toLowerCase()
84 if (arg === 'list') return { text: list() }
85
86 stop()
87 if (arg === 'stop') {
88 await update($, playing, () => null)
89 return { text: 'Stopped.' }
90 }
91
92 const names = [...byName.keys()]
93 const name = arg || names[Math.floor(Math.random() * names.length)]
94 if (!byName.has(name)) return { text: `No piece "${name}". /ascii list shows all ${names.length}.` }
95
96 await update($, playing, () => name)
97 $.ui.invalidate('ui.render')
98
99 return { text: `Playing ${name} above the prompt; /ascii stop hides it.` }
100 })
101
102 on('ui.render', { component: 'AbovePrompt' }, async ($, e, next) => {
103 const name = await read($, playing)
104 const piece = name === null ? undefined : byName.get(name)
105 if (name === null || !piece || e.props.hasSurvey) return next(e)
106 const elements = $.ui.resolve(e)
107 // Raster and Image are the terminal's alone
108 if (!('Raster' in elements)) return next(e)
109 const { Box, Image, Raster, Text } = elements
110
111 const { meta } = piece
112 if (player?.name !== name) {
113 const art: Art =
114 pictures && meta.cell === 1 && meta.palette && meta.ground
115 ? { pic: dots(meta, SCALE), color: new Uint8Array(meta.cols * meta.rows) }
116 : { cells: painter(meta, true) }
117 // A piece keeps its own ground and shades for it; anything else assumes a dark terminal.
118 const base = 'pic' in art ? art.pic.base : art.cells.base
119 const start = await $.clock.now()
120 player = { name, frame: piece.default({ ...meta.options }), paper: base >= 0 ? !dark(base) : false, fps: meta.fps, start, art, w: 0, h: 0, busy: false, denied: 0 }
121 }
122 const p = player
123 const art = p.art
124 // The band's width, at most half the screen (outside fullscreen maxRows is all of it), less the caption's row.
125 const W = Math.min(255, e.props.bodyColumns)
126 const H = Math.max(1, Math.min(e.props.maxRows, Math.floor((e.viewport?.rows ?? 48) / 2)) - 1)
127 if ('pic' in art) {
128 // a terminal cell is about twice as tall as it is wide
129 p.w = Math.max(1, Math.min(W, Math.floor((2 * H * meta.cols) / meta.rows)))
130 p.h = Math.max(1, Math.round((p.w * meta.rows) / meta.cols / 2))
131 } else {
132 art.cells.size(W, H)
133 // as wide as the piece, so the Box centres it rather than its ground filling the band either side
134 p.w = Math.min(W, art.cells.cols)
135 p.h = Math.min(art.cells.rows, H)
136 }
137 paint(p, await $.clock.now())
138
139 const site = e.requestId
140 if (p.fps > 0 && !p.tick) {
141 const tick = $.clock.every(Math.round(1000 / p.fps), async () => {
142 if (player !== p) return tick.cancel()
143 // The last frame still on its way: skip this tick rather than queue behind it.
144 if (p.busy) return
145 p.busy = true
146 try {
147 paint(p, await $.clock.now())
148 // the engine refuses with { deny }; a hook above refusing rejects
149 const { deny } = await $.ui
150 .blit(
151 'pic' in art
152 ? { requestId: site, key: ART, source: art.pic.source() }
153 : { requestId: site, key: ART, columns: p.w, rows: p.h, cells: encode(art.cells, p.w, p.h) },
154 )
155 .catch((err: unknown) => ({ deny: String(err) }))
156 // The one redraw from here: its tree holds no Image, so it cannot be refused this way again.
157 if ('pic' in art && deny?.includes('draws its alt')) {
158 pictures = false
159 stop()
160 return $.ui.invalidate('ui.render')
161 }
162 // A refusal or two is a resize landing; a second of them (the band hidden, an Image showing its alt) rests
163 // the piece until the band draws again. Never a redraw from here: one that is refused again loops.
164 p.denied = deny ? p.denied + 1 : 0
165 if (p.denied > p.fps) {
166 tick.cancel()
167 p.tick = undefined
168 }
169 } finally {
170 p.busy = false
171 }
172 })
173 p.tick = tick
174 }
175
176 return (
177 <Box flexDirection="column" alignItems="center">
178 {'pic' in art ? (
179 <Image key={ART} source={art.pic.source()} columns={p.w} rows={p.h} alt={name} />
180 ) : (
181 <Raster key={ART} columns={p.w} rows={p.h} cells={encode(art.cells, p.w, p.h)} />
182 )}
183 <Text dimColor wrap="truncate">
184 {name}: {meta.note}
185 </Text>
186 </Box>
187 )
188 })
189}
190hooks/dots.ts 60 lines1import { png } from './png.ts'
2import type { Meta } from './vendor/types.ts'
3
4// Each dot's diameter as a share of its square cell: the glyph's size in SF Mono (ui-monospace on a Mac), drawn at 1/0.6
5// of the cell as ascii.rest's canvas draws it, measured with Pillow. The knob to tune the look.
6const DOT: Record<string, number> = { '·': 0.22, '•': 0.67, '●': 1.03 }
7// samples a pixel takes each way, for a dot's soft edge
8const SAMPLES = 4
9
10/** A scene's frames as RGBA pixels, `scale` a cell: each dot a disc of its palette ink on the ground, as the site draws it. */
11export function dots({ cols, rows, palette = [], ground = '#000000' }: Meta, scale: number) {
12 const width = cols * scale, height = rows * scale
13 const rgba = new Uint8Array(width * height * 4)
14 const rgb = (hex: string) => parseInt(hex.slice(1, 7), 16)
15 const base = rgb(ground), inks = palette.map(rgb)
16 // the ground as one little-endian RGBA word
17 const fill = (0xff000000 | ((base & 255) << 16) | (base & 0xff00) | (base >> 16)) >>> 0
18 // how much of each of a cell's pixels a dot covers
19 const masks = new Map(
20 Object.entries(DOT).map(([c, d]) => {
21 const mask = new Float32Array(scale * scale), r = (d * scale) / 2, mid = scale / 2
22 for (let j = 0; j < scale; j++)
23 for (let i = 0; i < scale; i++) {
24 let n = 0
25 for (let v = 0; v < SAMPLES; v++)
26 for (let u = 0; u < SAMPLES; u++) if (Math.hypot(i + (u + 0.5) / SAMPLES - mid, j + (v + 0.5) / SAMPLES - mid) <= r) n++
27 mask[j * scale + i] = n / SAMPLES ** 2
28 }
29 return [c, mask]
30 }),
31 )
32
33 const paint = (text: string, color: Uint8Array) => {
34 new Uint32Array(rgba.buffer).fill(fill)
35 const lines = text.split('\n')
36 for (let y = 0; y < rows; y++)
37 for (let x = 0; x < cols; x++) {
38 const c = lines[y]?.[x]
39 if (c === undefined || c === ' ') continue
40 const mask = masks.get(c) ?? masks.get('•')!
41 const ink = inks[color[y * cols + x]] ?? inks[0] ?? 0xffffff
42 const r = ink >> 16, g = (ink >> 8) & 255, b = ink & 255
43 for (let j = 0; j < scale; j++)
44 for (let i = 0, k = ((y * scale + j) * width + x * scale) * 4; i < scale; i++, k += 4) {
45 const a = mask[j * scale + i]
46 if (a === 0) continue
47 rgba[k] += (r - rgba[k]) * a
48 rgba[k + 1] += (g - rgba[k + 1]) * a
49 rgba[k + 2] += (b - rgba[k + 2]) * a
50 }
51 }
52 }
53 // as a PNG, a 30th of the raw pixels; raw past 256 colours
54 const source = () => {
55 const file = png(rgba, width, height)
56 return file ? { png: file.toBase64() } : { rgba: rgba.toBase64(), width, height }
57 }
58 return { width, height, base, rgba, paint, source }
59}
60hooks/painter.ts 172 lines1/*
2 * painter() and its helpers, copied from src/terminal.ts of ascii.rest by @bas3line
3 * (https://github.com/bas3line/ascii, MIT, see vendor/LICENSE); only `export` added.
4 * terminal.ts itself cannot load here: it imports node:process and dynamic import().
5 */
6import type { Meta } from "./vendor/types.ts";
7
8// How much of a square cell each of a scene's dots inks, for mixing its colour into the ground.
9const INK: Record<string, number> = { " ": 0, "·": 0.15, "•": 0.45, "●": 0.9, "░": 0.25, "▒": 0.5, "▓": 0.75, "█": 1 };
10
11const int = (hex: string) => parseInt(hex.slice(1, 7), 16);
12const mix = (a: number, b: number, k: number) =>
13 [16, 8, 0].reduce((out, s) => out | (Math.round(((a >> s) & 255) + (((b >> s) & 255) - ((a >> s) & 255)) * k) << s), 0);
14export const dark = (c: number) => 0.2126 * ((c >> 16) & 255) + 0.7152 * ((c >> 8) & 255) + 0.0722 * (c & 255) < 128;
15
16// How a run of n cells is averaged onto m: for each of the m, the cells it covers and the share of it each one is.
17function spans(n: number, m: number) {
18 return Array.from({ length: m }, (_, i) => {
19 const a = (i * n) / m, b = ((i + 1) * n) / m, cover: [number, number][] = [];
20 for (let j = Math.floor(a); j < Math.ceil(b); j++) {
21 const w = Math.min(j + 1, b) - Math.max(j, a);
22 if (w > 0) cover.push([j, w / (b - a)]);
23 }
24 return cover;
25 });
26}
27
28/*
29 * The terminal's cells for a piece's frames: each cell's character, and its ink and ground as 0xrrggbb, or -1 for the
30 * terminal's own. A piece with character cells is drawn as it is, and cropped by play() if the terminal is smaller.
31 *
32 * A square-celled piece (cell: 1), a scene, is a picture of up to 320 by 120 cells, too big for most terminals, and its
33 * dots are a texture that a canvas draws a few pixels across: one dot a solid cell reads as noise. So it is shrunk to
34 * fit the terminal and drawn in tones. In colour, each of its cells is its ink mixed into the ground by how much its dot
35 * inks, softened by a 1 4 1 blur each way, then averaged down onto the size that fits: two of those rows in each
36 * terminal cell, as an upper half block whose ink is the top one and whose ground is the bottom. As text, each terminal
37 * cell keeps the heaviest character of the cells it covers, so a star or a thin line survives. size() sets the room.
38 */
39export function painter({ cols, rows, palette, ground, cell = 2 }: Meta, colour: boolean) {
40 const square = cell === 1;
41 const color = colour && palette ? new Uint8Array(cols * rows) : undefined;
42 const inks = palette?.map(int) ?? [];
43 const base = color && ground ? int(ground) : -1;
44 const shades = new Map<number, number>();
45 // A square cell's colour: the ground for a space, else its ink, mixed into the ground when there is one.
46 const shade = (c: string, i: number) => {
47 if (c === " ") return base;
48 const key = i * 65536 + c.charCodeAt(0);
49 let s = shades.get(key);
50 if (s === undefined) shades.set(key, (s = base < 0 ? (inks[i] ?? inks[0]) : mix(base, inks[i] ?? inks[0], INK[c] ?? 0.5)));
51 return s;
52 };
53 const weight = (c: string) => " ·•●".indexOf(c) + 1 || 2.5;
54 // Tones only make sense over a ground; a square piece in colour with none keeps one cell a half, as drawn.
55 const tones = square && color !== undefined && base >= 0;
56 const pic = tones ? new Float32Array(cols * rows * 3) : new Float32Array(0);
57 const soft = tones ? new Float32Array(cols * rows * 3) : new Float32Array(0);
58
59 const out = { cols, rows: square ? Math.ceil(rows / 2) : rows, color, base, ch: [] as string[], fg: new Int32Array(0), bg: new Int32Array(0) };
60 let across: [number, number][][] = [], down: [number, number][][] = [], half = rows;
61 let wide = new Float32Array(0), small = new Float32Array(0);
62 const room = (w: number, h: number) => {
63 out.cols = w;
64 out.rows = h;
65 out.ch = new Array<string>(w * h).fill(" ");
66 out.fg = new Int32Array(w * h).fill(-1);
67 out.bg = new Int32Array(w * h).fill(-1);
68 };
69 // The room it has: a piece with character cells keeps its size, and so does a square one in colour with no ground; a
70 // scene, or a square piece as text, takes the most of the terminal it can.
71 const size = (W: number, H: number) => {
72 if (!square || (color && !tones)) return void (out.ch.length || room(cols, square ? Math.ceil(rows / 2) : rows));
73 const s = Math.min(1, W / cols, (2 * H) / rows), w = Math.max(1, Math.round(cols * s));
74 half = Math.max(2, Math.round(rows * s));
75 across = spans(cols, w);
76 down = spans(rows, tones ? half : Math.ceil(half / 2));
77 wide = new Float32Array(w * rows * 3);
78 small = new Float32Array(w * half * 3);
79 room(w, Math.ceil(half / 2));
80 };
81
82 // pic, blurred 1 4 1 across into soft and then down back into pic, the edges weighed by what they have
83 const blur = () => {
84 for (let y = 0; y < rows; y++)
85 for (let x = 0; x < cols; x++)
86 for (let c = 0, i = (y * cols + x) * 3; c < 3; c++, i++) {
87 let sum = 4 * pic[i], n = 4;
88 if (x > 0) (sum += pic[i - 3]), n++;
89 if (x < cols - 1) (sum += pic[i + 3]), n++;
90 soft[i] = sum / n;
91 }
92 const stride = cols * 3;
93 for (let y = 0; y < rows; y++)
94 for (let i = y * stride; i < (y + 1) * stride; i++) {
95 let sum = 4 * soft[i], n = 4;
96 if (y > 0) (sum += soft[i - stride]), n++;
97 if (y < rows - 1) (sum += soft[i + stride]), n++;
98 pic[i] = sum / n;
99 }
100 };
101
102 const paint = (text: string) => {
103 const lines = text.split("\n");
104 const { ch, fg, bg } = out, w = out.cols;
105 if (tones) {
106 for (let y = 0; y < rows; y++)
107 for (let x = 0; x < cols; x++) {
108 const s = shade(lines[y]?.[x] ?? " ", color![y * cols + x]), i = (y * cols + x) * 3;
109 pic[i] = (s >> 16) & 255;
110 pic[i + 1] = (s >> 8) & 255;
111 pic[i + 2] = s & 255;
112 }
113 blur();
114 // averaged across, then down
115 for (let y = 0; y < rows; y++)
116 for (let x = 0; x < w; x++)
117 for (let c = 0; c < 3; c++) {
118 let sum = 0;
119 for (const [j, k] of across[x]) sum += pic[(y * cols + j) * 3 + c] * k;
120 wide[(y * w + x) * 3 + c] = sum;
121 }
122 for (let y = 0; y < half; y++)
123 for (let x = 0; x < w; x++)
124 for (let c = 0; c < 3; c++) {
125 let sum = 0;
126 for (const [j, k] of down[y]) sum += wide[(j * w + x) * 3 + c] * k;
127 small[(y * w + x) * 3 + c] = sum;
128 }
129 const at = (x: number, y: number) => {
130 if (y >= half) return base;
131 const i = (y * w + x) * 3;
132 return (Math.round(small[i]) << 16) | (Math.round(small[i + 1]) << 8) | Math.round(small[i + 2]);
133 };
134 for (let y = 0, k = 0; y < out.rows; y++)
135 for (let x = 0; x < w; x++, k++) {
136 const top = at(x, 2 * y), bottom = at(x, 2 * y + 1);
137 if (top === bottom) (ch[k] = " "), (fg[k] = -1), (bg[k] = top);
138 else (ch[k] = "▀"), (fg[k] = top), (bg[k] = bottom);
139 }
140 } else if (square && color) {
141 // No ground to mix into: one cell a half, as drawn, cropped by play() when it does not fit.
142 for (let y = 0, k = 0; y < out.rows; y++)
143 for (let x = 0; x < w; x++, k++) {
144 const top = shade(lines[2 * y]?.[x] ?? " ", color[2 * y * cols + x]);
145 const bottom = 2 * y + 1 < rows ? shade(lines[2 * y + 1]?.[x] ?? " ", color[(2 * y + 1) * cols + x]) : base;
146 // With no ground behind a half, the other half's block is drawn alone.
147 if (top === bottom) (ch[k] = " "), (fg[k] = -1), (bg[k] = top);
148 else if (top < 0) (ch[k] = "▄"), (fg[k] = bottom), (bg[k] = -1);
149 else (ch[k] = "▀"), (fg[k] = top), (bg[k] = bottom);
150 }
151 } else if (square) {
152 for (let y = 0, k = 0; y < out.rows; y++)
153 for (let x = 0; x < w; x++, k++) {
154 let best = " ";
155 for (const [j] of down[y]) for (const [i] of across[x]) {
156 const c = lines[j]?.[i] ?? " ";
157 if (weight(c) > weight(best)) best = c;
158 }
159 ch[k] = best;
160 }
161 } else {
162 for (let y = 0, k = 0; y < rows; y++)
163 for (let x = 0; x < cols; x++, k++) {
164 const c = (ch[k] = lines[y]?.[x] ?? " ");
165 fg[k] = color && c !== " " ? (inks[color[k]] ?? inks[0]) : -1;
166 bg[k] = base;
167 }
168 }
169 };
170 return Object.assign(out, { size, paint });
171}
172hooks/vendor/pieces/index.ts 214 lines1// ascii.rest by @bas3line (https://github.com/bas3line), MIT licensed.
2// Generated by scripts/gen.ts from the files in src/pieces. Run npm run gen after adding one.
3
4/** Every piece as a named export: import { donut, nightCoast } from "ascii.rest/pieces". */
5export * as almalinux from "./almalinux.ts";
6export * as alpineDawn from "./alpine-dawn.ts";
7export * as alpineLinux from "./alpine-linux.ts";
8export * as analogClock from "./analog-clock.ts";
9export * as apple from "./apple.ts";
10export * as aquarium from "./aquarium.ts";
11export * as archLinux from "./arch-linux.ts";
12export * as aurora from "./aurora.ts";
13export * as auroraFjord from "./aurora-fjord.ts";
14export * as barChart from "./bar-chart.ts";
15export * as bigText from "./big-text.ts";
16export * as blackHole from "./black-hole.ts";
17export * as bonsai from "./bonsai.ts";
18export * as bootLog from "./boot-log.ts";
19export * as bouncingBalls from "./bouncing-balls.ts";
20export * as boxFrames from "./box-frames.ts";
21export * as butterfly from "./butterfly.ts";
22export * as c from "./c.ts";
23export * as calendar from "./calendar.ts";
24export * as campfire from "./campfire.ts";
25export * as candle from "./candle.ts";
26export * as candlesticks from "./candlesticks.ts";
27export * as cat from "./cat.ts";
28export * as centos from "./centos.ts";
29export * as cherryBlossom from "./cherry-blossom.ts";
30export * as chladni from "./chladni.ts";
31export * as clojure from "./clojure.ts";
32export * as cloudflare from "./cloudflare.ts";
33export * as coderabbit from "./coderabbit.ts";
34export * as coffee from "./coffee.ts";
35export * as commandCode from "./command-code.ts";
36export * as contourMap from "./contour-map.ts";
37export * as cpp from "./cpp.ts";
38export * as cpuMeters from "./cpu-meters.ts";
39export * as csharp from "./csharp.ts";
40export * as css from "./css.ts";
41export * as cube from "./cube.ts";
42export * as dart from "./dart.ts";
43export * as databuddy from "./databuddy.ts";
44export * as debian from "./debian.ts";
45export * as deepReef from "./deep-reef.ts";
46export * as deepin from "./deepin.ts";
47export * as desertNight from "./desert-night.ts";
48export * as digitalClock from "./digital-clock.ts";
49export * as dissolve from "./dissolve.ts";
50export * as dividers from "./dividers.ts";
51export * as dnaHelix from "./dna-helix.ts";
52export * as donut from "./donut.ts";
53export * as doomFire from "./doom-fire.ts";
54export * as doublePendulum from "./double-pendulum.ts";
55export * as earth from "./earth.ts";
56export * as earthrise from "./earthrise.ts";
57export * as eclipse from "./eclipse.ts";
58export * as elementaryOs from "./elementary-os.ts";
59export * as elixir from "./elixir.ts";
60export * as elm from "./elm.ts";
61export * as endeavouros from "./endeavouros.ts";
62export * as epicycles from "./epicycles.ts";
63export * as equalizer from "./equalizer.ts";
64export * as erlang from "./erlang.ts";
65export * as fallingSand from "./falling-sand.ts";
66export * as fedora from "./fedora.ts";
67export * as fern from "./fern.ts";
68export * as ferrisWheel from "./ferris-wheel.ts";
69export * as fileTree from "./file-tree.ts";
70export * as fireflies from "./fireflies.ts";
71export * as fireworks from "./fireworks.ts";
72export * as flag from "./flag.ts";
73export * as flowField from "./flow-field.ts";
74export * as formControls from "./form-controls.ts";
75export * as fountain from "./fountain.ts";
76export * as fox from "./fox.ts";
77export * as fractalTree from "./fractal-tree.ts";
78export * as galaxy from "./galaxy.ts";
79export * as gauge from "./gauge.ts";
80export * as gentoo from "./gentoo.ts";
81export * as gliderGun from "./glider-gun.ts";
82export * as glitch from "./glitch.ts";
83export * as glxgears from "./glxgears.ts";
84export * as go from "./go.ts";
85export * as greptile from "./greptile.ts";
86export * as gyroscope from "./gyroscope.ts";
87export * as harmonograph from "./harmonograph.ts";
88export * as haskell from "./haskell.ts";
89export * as hawaMahal from "./hawa-mahal.ts";
90export * as heart from "./heart.ts";
91export * as heartbeat from "./heartbeat.ts";
92export * as heatmap from "./heatmap.ts";
93export * as helium from "./helium.ts";
94export * as hilbertCurve from "./hilbert-curve.ts";
95export * as hourglass from "./hourglass.ts";
96export * as html from "./html.ts";
97export * as icosahedron from "./icosahedron.ts";
98export * as java from "./java.ts";
99export * as javascript from "./javascript.ts";
100export * as jellyfish from "./jellyfish.ts";
101export * as julia from "./julia.ts";
102export * as juliaSet from "./julia-set.ts";
103export * as kaliLinux from "./kali-linux.ts";
104export * as kite from "./kite.ts";
105export * as kotlin from "./kotlin.ts";
106export * as kyotoDusk from "./kyoto-dusk.ts";
107export * as landscape from "./landscape.ts";
108export * as langtonsAnt from "./langtons-ant.ts";
109export * as lanternLake from "./lantern-lake.ts";
110export * as lavaLamp from "./lava-lamp.ts";
111export * as lighthouse from "./lighthouse.ts";
112export * as lightning from "./lightning.ts";
113export * as linuxMint from "./linux-mint.ts";
114export * as lorenz from "./lorenz.ts";
115export * as lua from "./lua.ts";
116export * as mandelbrot from "./mandelbrot.ts";
117export * as manjaro from "./manjaro.ts";
118export * as marineDrive from "./marine-drive.ts";
119export * as marquee from "./marquee.ts";
120export * as matrixRain from "./matrix-rain.ts";
121export * as maze from "./maze.ts";
122export * as mintlify from "./mintlify.ts";
123export * as mistyForest from "./misty-forest.ts";
124export * as mobiusStrip from "./mobius-strip.ts";
125export * as moonPhases from "./moon-phases.ts";
126export * as morse from "./morse.ts";
127export * as newtonsCradle from "./newtons-cradle.ts";
128export * as nightCoast from "./night-coast.ts";
129export * as nixos from "./nixos.ts";
130export * as notFound from "./not-found.ts";
131export * as ocaml from "./ocaml.ts";
132export * as oceanSunset from "./ocean-sunset.ts";
133export * as omarchy from "./omarchy.ts";
134export * as opensuse from "./opensuse.ts";
135export * as orchid from "./orchid.ts";
136export * as owl from "./owl.ts";
137export * as pendulumWave from "./pendulum-wave.ts";
138export * as perl from "./perl.ts";
139export * as php from "./php.ts";
140export * as planet from "./planet.ts";
141export * as planetscale from "./planetscale.ts";
142export * as plasma from "./plasma.ts";
143export * as playstation from "./playstation.ts";
144export * as pluckedString from "./plucked-string.ts";
145export * as polar from "./polar.ts";
146export * as pondRipples from "./pond-ripples.ts";
147export * as popOs from "./pop-os.ts";
148export * as progressBar from "./progress-bar.ts";
149export * as python from "./python.ts";
150export * as r from "./r.ts";
151export * as radar from "./radar.ts";
152export * as rain from "./rain.ts";
153export * as reactionDiffusion from "./reaction-diffusion.ts";
154export * as redHat from "./red-hat.ts";
155export * as rocket from "./rocket.ts";
156export * as rockyLinux from "./rocky-linux.ts";
157export * as rotozoomer from "./rotozoomer.ts";
158export * as ruby from "./ruby.ts";
159export * as rule30 from "./rule-30.ts";
160export * as ruledMountains from "./ruled-mountains.ts";
161export * as rust from "./rust.ts";
162export * as saptarishi from "./saptarishi.ts";
163export * as scala from "./scala.ts";
164export * as scramble from "./scramble.ts";
165export * as seaSwell from "./sea-swell.ts";
166export * as sierpinski from "./sierpinski.ts";
167export * as skeleton from "./skeleton.ts";
168export * as skyline from "./skyline.ts";
169export * as smoke from "./smoke.ts";
170export * as snake from "./snake.ts";
171export * as snowfall from "./snowfall.ts";
172export * as solarSystem from "./solar-system.ts";
173export * as sparkline from "./sparkline.ts";
174export * as sparks from "./sparks.ts";
175export * as spider from "./spider.ts";
176export * as spinners from "./spinners.ts";
177export * as splitFlap from "./split-flap.ts";
178export * as spring from "./spring.ts";
179export * as starfield from "./starfield.ts";
180export * as starlings from "./starlings.ts";
181export * as stormPlains from "./storm-plains.ts";
182export * as sundial from "./sundial.ts";
183export * as sunrise from "./sunrise.ts";
184export * as supabase from "./supabase.ts";
185export * as swift from "./swift.ts";
186export * as synthwave from "./synthwave.ts";
187export * as tajDawn from "./taj-dawn.ts";
188export * as terminal from "./terminal.ts";
189export * as tesseract from "./tesseract.ts";
190export * as threeBody from "./three-body.ts";
191export * as tokyoRain from "./tokyo-rain.ts";
192export * as torusKnot from "./torus-knot.ts";
193export * as train from "./train.ts";
194export * as tunnel from "./tunnel.ts";
195export * as tux from "./tux.ts";
196export * as tvStatic from "./tv-static.ts";
197export * as twistedRing from "./twisted-ring.ts";
198export * as typescript from "./typescript.ts";
199export * as typewriter from "./typewriter.ts";
200export * as ubuntu from "./ubuntu.ts";
201export * as uptimeBar from "./uptime-bar.ts";
202export * as varanasiGhats from "./varanasi-ghats.ts";
203export * as vercel from "./vercel.ts";
204export * as vinyl from "./vinyl.ts";
205export * as voidLinux from "./void-linux.ts";
206export * as voronoi from "./voronoi.ts";
207export * as waveInterference from "./wave-interference.ts";
208export * as waveText from "./wave-text.ts";
209export * as whale from "./whale.ts";
210export * as wind from "./wind.ts";
211export * as windmill from "./windmill.ts";
212export * as zig from "./zig.ts";
213export * as zorinOs from "./zorin-os.ts";
214hooks/vendor/types.ts 68 lines1/*
2 * The piece contract. A piece module exports `meta` and a default function:
3 * the function takes the options and returns `frame(t, env)`, which returns
4 * the picture at `t` seconds as one string of `rows` lines of `cols` characters.
5 */
6
7export type Category =
8 | "scenes"
9 | "shapes"
10 | "space"
11 | "physics"
12 | "nature"
13 | "creatures"
14 | "objects"
15 | "generative"
16 | "effects"
17 | "ui"
18 | "data"
19 | "type"
20 | "logos"
21 | "companies"
22 | "distros";
23
24export type Options = Record<string, unknown>;
25
26export interface Meta<O extends Options = Options> {
27 /** Lowercase display name: "newton's cradle". */
28 name: string;
29 category: Category;
30 /** One lowercase line, at most 72 characters, saying what you see. */
31 note: string;
32 /** Frame size in cells: every frame is exactly `rows` lines of `cols` characters. */
33 cols: number;
34 rows: number;
35 /** Frames a second; 0 for a still. */
36 fps: number;
37 /** Defaults for every option the default function takes. */
38 options?: O;
39 /** True if the picture depends on the real time or date. */
40 clock?: boolean;
41 /** Up to 64 colours as #rrggbb, indexed by `env.color`; such a piece draws on a canvas. */
42 palette?: readonly string[];
43 /** The colour behind a coloured piece. */
44 ground?: string;
45 /** Cell height in cell widths on a canvas: 2, the shape of a character, by default; 1 is square. */
46 cell?: 1 | 2;
47}
48
49export interface Env {
50 /** True when the text is dark on a light ground, so shaded pieces can flip their ramp. */
51 paper?: boolean;
52 /**
53 * For coloured pieces drawn in colour: one palette index a cell, row by row,
54 * written by the frame. Absent when the piece is drawn as text in one ink.
55 */
56 color?: Uint8Array;
57}
58
59/** The picture at `t` seconds of play time. */
60export type Frame = (t: number, env?: Env) => string;
61
62/** A piece module, as `import * as donut from ".../donut"` gives it. */
63export interface Piece<O extends Options = Options> {
64 meta: Meta<O>;
65 // A method, so a piece whose options are { text: string } still counts as a Piece.
66 default(options?: Partial<O>): Frame;
67}
68hooks/png.ts 131 lines1// An opaque RGBA picture as an indexed-colour PNG, deflated here: the sandbox has no zlib, and the engine moves a
2// picture to the terminal at about a megabyte a second, so a scene's raw 700 KB frame plays at one a second and a
3// 10 to 20 KB PNG of it at the piece's own rate.
4
5const CRC = new Uint32Array(256).map((_, n) => {
6 for (let k = 0; k < 8; k++) n = n & 1 ? 0xedb88320 ^ (n >>> 1) : n >>> 1
7 return n
8})
9const crc = (bytes: Uint8Array) => {
10 let c = ~0
11 for (const b of bytes) c = CRC[(c ^ b) & 255] ^ (c >>> 8)
12 return ~c >>> 0
13}
14
15// deflate's match lengths and distances: each code's base and its count of extra bits
16const LEN = [3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 15, 17, 19, 23, 27, 31, 35, 43, 51, 59, 67, 83, 99, 115, 131, 163, 195, 227, 258]
17const LEN_EXTRA = [0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 0]
18const DIST = [1, 2, 3, 4, 5, 7, 9, 13, 17, 25, 33, 49, 65, 97, 129, 193, 257, 385, 513, 769, 1025, 1537, 2049, 3073, 4097, 6145, 8193, 12289, 16385, 24577]
19const DIST_EXTRA = [0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13]
20// how many earlier places with the same next three bytes a match looks at
21// ponytail: fixed Huffman codes, about 1.5x zlib's size here; dynamic codes if frames ever outgrow the engine's pace
22const CHAIN = 32
23
24/** `data` as one final deflate block of fixed Huffman codes, its repeats as LZ77 matches. */
25export function deflate(data: Uint8Array): Uint8Array {
26 const out = new Uint8Array(data.length + (data.length >> 3) + 16)
27 let pos = 0, acc = 0, bits = 0
28 const put = (value: number, count: number) => {
29 acc |= value << bits
30 for (bits += count; bits >= 8; bits -= 8) (out[pos++] = acc & 255), (acc >>>= 8)
31 }
32 // Huffman codes go most significant bit first
33 const code = (value: number, count: number) => {
34 let r = 0
35 for (let i = 0; i < count; i++) r = (r << 1) | ((value >> i) & 1)
36 put(r, count)
37 }
38 const symbol = (s: number) =>
39 s < 144 ? code(0x30 + s, 8) : s < 256 ? code(0x190 + s - 144, 9) : s < 280 ? code(s - 256, 7) : code(0xc0 + s - 280, 8)
40
41 const head = new Int32Array(1 << 15).fill(-1), prev = new Int32Array(data.length)
42 const hash = (i: number) => ((data[i] << 10) ^ (data[i + 1] << 5) ^ data[i + 2]) & 0x7fff
43 const insert = (i: number) => {
44 if (i + 2 >= data.length) return
45 const h = hash(i)
46 prev[i] = head[h]
47 head[h] = i
48 }
49
50 put(1, 1)
51 put(1, 2)
52 for (let i = 0; i < data.length; ) {
53 let best = 0, dist = 0
54 if (i + 2 < data.length)
55 for (let j = head[hash(i)], n = 0; j >= 0 && i - j <= 32768 && n < CHAIN; j = prev[j], n++) {
56 let l = 0
57 while (l < 258 && i + l < data.length && data[j + l] === data[i + l]) l++
58 if (l > best) (best = l), (dist = i - j)
59 if (l === 258) break
60 }
61 if (best < 3) {
62 symbol(data[i])
63 insert(i++)
64 continue
65 }
66 let c = LEN.length - 1
67 while (LEN[c] > best) c--
68 symbol(257 + c)
69 put(best - LEN[c], LEN_EXTRA[c])
70 let d = DIST.length - 1
71 while (DIST[d] > dist) d--
72 code(d, 5)
73 put(dist - DIST[d], DIST_EXTRA[d])
74 for (const end = i + best; i < end; ) insert(i++)
75 }
76 symbol(256)
77 if (bits > 0) out[pos++] = acc & 255
78 return out.subarray(0, pos)
79}
80
81/** The PNG of `width` x `height` opaque RGBA pixels, or undefined past 256 colours. */
82export function png(rgba: Uint8Array, width: number, height: number): Uint8Array | undefined {
83 const px = new Uint32Array(rgba.buffer, rgba.byteOffset, width * height)
84 const index = new Map<number, number>()
85 // each row a filter byte (0, none) and its pixels' palette indices
86 const lines = new Uint8Array((width + 1) * height)
87 let last = -1, at = 0
88 for (let y = 0, k = 0; y < height; y++)
89 for (let x = 0, o = y * (width + 1) + 1; x < width; x++, k++, o++) {
90 if (px[k] !== last) {
91 last = px[k]
92 let i = index.get(last)
93 if (i === undefined) {
94 if (index.size === 256) return undefined
95 index.set(last, (i = index.size))
96 }
97 at = i
98 }
99 lines[o] = at
100 }
101 const palette = new Uint8Array(index.size * 3)
102 for (const [c, i] of index) palette.set([c & 255, (c >> 8) & 255, (c >> 16) & 255], i * 3)
103
104 let a = 1, b = 0
105 for (const v of lines) (a = (a + v) % 65521), (b = (b + a) % 65521)
106 const packed = deflate(lines)
107 const zlib = new Uint8Array(packed.length + 6)
108 zlib.set([0x78, 0x01])
109 zlib.set(packed, 2)
110 new DataView(zlib.buffer).setUint32(packed.length + 2, ((b << 16) | a) >>> 0)
111
112 const header = new Uint8Array(13)
113 new DataView(header.buffer).setUint32(0, width)
114 new DataView(header.buffer).setUint32(4, height)
115 header.set([8, 3, 0, 0, 0], 8)
116 const chunks = [chunk('IHDR', header), chunk('PLTE', palette), chunk('IDAT', zlib), chunk('IEND', new Uint8Array(0))]
117 const file = new Uint8Array(8 + chunks.reduce((n, c) => n + c.length, 0))
118 file.set([137, 80, 78, 71, 13, 10, 26, 10])
119 chunks.reduce((o, c) => (file.set(c, o), o + c.length), 8)
120 return file
121}
122
123function chunk(type: string, body: Uint8Array) {
124 const out = new Uint8Array(body.length + 12), view = new DataView(out.buffer)
125 view.setUint32(0, body.length)
126 for (let i = 0; i < 4; i++) out[4 + i] = type.charCodeAt(i)
127 out.set(body, 8)
128 view.setUint32(body.length + 8, crc(out.subarray(4, body.length + 8)))
129 return out
130}
131hooks/vendor/pieces/almalinux.ts 185 lines1/*
2 * almalinux: the AlmaLinux logo, five coloured figures in a ring, with a scan
3 * line running down it every few seconds that scrambles what it passes.
4 *
5 * Drawn from devicon's almalinux-original.svg (MIT): each cell holds the
6 * character whose shape best matches the logo's edge through it, and 8 where
7 * the logo is solid. On a canvas it takes the logo's colours, lifted on a dark
8 * page where they would sink into it; in a <pre> it is one ink, from devicon's
9 * almalinux-plain.svg (MIT). The logo is a trademark of its owner, shown here
10 * to name the distribution.
11 */
12import type { Frame, Meta } from "../types.ts";
13
14export interface AlmalinuxOptions {
15 [key: string]: unknown;
16 /** Seconds between scans; 0 keeps the logo still. */
17 scan: number;
18}
19
20export const meta = {
21 name: "almalinux",
22 category: "distros",
23 note: "five coloured figures in a ring, scanned now and then",
24 cols: 56,
25 rows: 28,
26 fps: 30,
27 options: { scan: 5 },
28 // The logo's 5 colours for a light page, then for a dark one; each as drawn, then twice lighter for the scan.
29 palette: [
30 "#ff4546", "#0068d8", "#85d82e", "#ffc911", "#22c1ff", "#ff8687",
31 "#599de6", "#b0e677", "#ffdc64", "#6fd7ff", "#ffc7c8", "#b3d2f3",
32 "#daf3c0", "#ffefb8", "#bdecff", "#ff4546", "#0068d8", "#85d82e",
33 "#ffc911", "#22c1ff", "#ff8687", "#599de6", "#b0e677", "#ffdc64",
34 "#6fd7ff", "#ffc7c8", "#b3d2f3", "#daf3c0", "#ffefb8", "#bdecff",
35 ],
36} satisfies Meta<AlmalinuxOptions>;
37
38// In a <pre>, in the page's own colour.
39const MONO = String.raw`
40
41 _pq88q_ ,
42 8888888p _pq_ __p__ _p888q_
43 8888888Pq88888. _888888pq8888888,
44 'Y8888(p88888" _p88888888/8888888"
45 qpqqqpp888888' _8888888888q/8888P"
46 q888888888888P 8888" '88888qqqq,
47 d88888P |888' '888888888
48 '88888, |88P O8888888P
49 '8888q, |88' '
50 __, "8888q_, 88 ________
51 _p888, "Y8888qq_, "8 _p88888888888qq,
52 )88888q, '"""YYYY' ' oPP""""""""Y888888q,
53 _ppqq/888888p O88888p
54 q888888p8888P _p' )q_ q88888P
55 88888888d888 _p8P "8q_ __8888P"___
56 "888888\8888 __p88" "88p )888888\888888(
57 """'q88888qqqppp888P' O88p O8888P88888888
58 "888888888888P" '888, |8888b)888888P
59 '"88888PP"" _pq, .888p |8888P '"PPP"
60 __pp88888q_,._p888P ""'
61 888888888888888888"
62 '8888"""""8888888P
63 _p8888p"888P"
64 .8888888p
65 8888888P
66 'Y888P"
67
68`;
69
70// On a canvas, and the colour of each cell: an index into the logo's colours.
71const ART = String.raw`
72
73 _pq88q_ ,
74 8888888p _pq_ __p__ _p888q_
75 8888888Pq88888. _888888pq8888888,
76 'Y8888(p88888" _p88888888/8888888"
77 qpqqqpp888888' _8888888888q/8888P"
78 q888888888888P 8888" '88888qqqq,
79 d88888P |888' '888888888
80 '88888, |88P O8888888P
81 '8888q, |88' '
82 __, "8888q_, 88 ________
83 _p888, "Y8888qq_, "8 _p88888888888qq,
84 )88888q, '"""YYYY' ' oPP""""""""Y888888q,
85 _ppqq/888888p O88888p
86 q888888p8888P _p' )q_ q88888P
87 88888888d888 _p8P "8q_ __8888P"___
88 "888888\8888 __p88" "88p )888888\888888(
89 """'q88888qqqppp888P' O88p O8888P88888888
90 "888888888888P" '888, |8888b)888888P
91 '"88888PP"" _pq, .888p |8888P '"PPP"
92 __pp88888q_,._p888P ""'
93 888888888888888888"
94 '8888"""""8888888P
95 _p8888p"888P"
96 .8888888p
97 8888888P
98 'Y888P"
99
100`;
101const INK = String.raw`
102
103 0000000 3
104 00000000 0000 33333 3333333
105 000000000000000 33333333333333333
106 00000000000000 3333333333333333333
107 00000000000000 3333333333333333333
108 00000000000000 33333 33333333333
109 0000000 33333 3333333333
110 0000000 3333 333333333
111 0000000 3333 3
112 111 00000000 33 22222222
113 111111 0000000000 33 2222222222222222
114 11111111 000000000 3 22222222222222222222
115 1111111111111 2222222
116 1111111111111 111 444 2222222
117 111111111111 1111 4444 22222222222
118 111111111111 111111 4444 222222222222222
119 111111111111111111111 4444 22222222222222
120 111111111111111 44444 22222222222222
121 11111111111 4444 44444 222222 222222
122 4444444444444444444 222
123 4444444444444444444
124 444444444444444444
125 4444444444444
126 444444444
127 44444444
128 4444444
129
130`;
131
132const START = 0.5; // seconds before the first scan
133const PASS = 2; // seconds a scan takes, top to bottom
134const HEAD = 2; // rows the line scrambles
135const TRAIL = 5; // rows of afterglow behind it
136const NOISE = "#$%&*+<=>?@[]{}"; // what the line scrambles the logo into
137
138const lines = (art: string) => art.slice(1, -1).split("\n").map((line) => line.padEnd(meta.cols));
139
140function hash(x: number, y: number, k: number) {
141 let h = Math.imul(x, 73856093) ^ Math.imul(y, 19349663) ^ Math.imul(k, 83492791);
142 h = Math.imul(h ^ (h >>> 13), 1274126177);
143 return (h ^ (h >>> 16)) >>> 0;
144}
145
146export default function almalinux({ scan = meta.options.scan }: Partial<AlmalinuxOptions> = {}): Frame {
147 const { cols, rows, fps } = meta;
148 const mono = lines(MONO), art = lines(ART), ink = lines(INK);
149 const n = meta.palette.length / 6;
150 const every = scan > 0 ? Math.max(scan, PASS + 0.5) : 0;
151 // The line runs from the logo's first row to past its last, rather than the whole frame.
152 let first = rows, last = -1;
153 for (const pic of [mono, art])
154 pic.forEach((line, y) => {
155 if (line.trim()) (first = Math.min(first, y)), (last = Math.max(last, y));
156 });
157 const span = last - first + 1 + HEAD + TRAIL;
158
159 return (t, { paper = false, color } = {}) => {
160 const pic = color ? art : mono;
161 const since = t - START;
162 const at = every && since >= 0 ? first + (span * (since % every)) / PASS : -Infinity;
163 const tick = Math.floor((t * fps) / 2); // the noise changes every other frame
164 const out: string[] = [];
165 for (let y = 0; y < rows; y++) {
166 const d = at - y; // rows since the line reached this one
167 const level = d >= 0 && d < HEAD ? 2 : d >= HEAD && d < HEAD + TRAIL ? 1 : 0;
168 let line = "";
169 for (let x = 0; x < cols; x++) {
170 let ch = pic[y][x];
171 if (ch !== " ") {
172 if (level === 2) {
173 const h = hash(x, y, tick);
174 if (h % 4) ch = NOISE[(h >>> 2) % NOISE.length];
175 }
176 if (color) color[y * cols + x] = (paper ? 0 : 3 * n) + level * n + parseInt(ink[y][x], 36);
177 }
178 line += ch;
179 }
180 out.push(line);
181 }
182 return out.join("\n");
183 };
184}
185hooks/vendor/pieces/alpine-dawn.ts 559 lines1/*
2 * alpine dawn: jagged snow peaks catch the first pink light on their east
3 * faces while their flanks stay in blue shadow. Mist pools along the far shore
4 * and a still lake mirrors it all. The light warms toward gold as the sun
5 * clears the ridge, the mist drifts, and slow ripples cross the water.
6 *
7 * The range is a heightfield, raymarched once from a camera just above the
8 * water: each cell keeps its depth, height, sunlight (with cast shadows) and
9 * snow cover, so a frame only re-tints it. The lake looks up the picture above
10 * it along each cell's reflected ray. Every cell is then drawn as a halftone
11 * dot, ordered-dithered, in the palette colour nearest its hue.
12 */
13import type { Frame, Meta } from "../types.ts";
14
15export const meta = {
16 name: "alpine dawn",
17 category: "scenes",
18 note: "snow peaks catching first light above a still, misty mountain lake",
19 cols: 200,
20 rows: 100,
21 cell: 1,
22 fps: 15,
23 ground: "#090c18",
24 palette: [
25 "#0e1430", "#151d40", "#1d2752", "#263365", "#314179", "#3e508c", "#4f62a0", "#6577b3", "#8090c4", "#9eaad3", "#bec6e2",
26 "#4b3e6c", "#6a5482", "#8c6a92", "#b0829c", "#cf96a4",
27 "#e8a9a8", "#f5bcaa", "#ffd0b0", "#ffe2c2", "#fff1e0", "#fdfaf6",
28 "#ffc887", "#f7a965", "#f2a08f", "#e58a87", "#f8b59d", "#d97b7e",
29 "#7a4c4a", "#a5654f", "#523a4a",
30 "#1b2034", "#262c45", "#363c59",
31 "#0a1418", "#0f1f24", "#162a2f", "#203a3c",
32 "#a3a7c6", "#c6c3d8", "#e0d4dc",
33 "#5a4f7e", "#7b6c9c", "#9a8cb6", "#b8a8c8", "#d8bccb",
34 ],
35} satisfies Meta;
36
37const W = 200, H = 100;
38const K = 0.62; // tangent of half the field of view, across the width
39const HZ = 56.5; // eye level, in rows
40const CAM = 1.5; // camera height above the water
41const SHORE_Z = 46; // distance to the far shore
42const SHORE = 62; // first row of open water
43const SUN = [151, 50];
44const DOTS = " ·•●";
45const COVER = [0, 0.3, 0.6, 1];
46const BAYER = [0, 8, 2, 10, 12, 4, 14, 6, 3, 11, 1, 9, 15, 7, 13, 5].map((v) => v / 16 - 0.47);
47
48function hash(x: number, y: number): number {
49 let h = Math.imul(x | 0, 374761393) + Math.imul(y | 0, 668265263);
50 h = Math.imul(h ^ (h >>> 13), 1274126177);
51 return ((h ^ (h >>> 16)) >>> 0) / 4294967296;
52}
53
54function noise(x: number, y: number, period: number): number {
55 const xi = Math.floor(x), yi = Math.floor(y);
56 const fx = x - xi, fy = y - yi;
57 const u = fx * fx * (3 - 2 * fx), v = fy * fy * (3 - 2 * fy);
58 let x0 = xi, x1 = xi + 1;
59 if (period) {
60 x0 = ((xi % period) + period) % period;
61 x1 = (x0 + 1) % period;
62 }
63 const a = hash(x0, yi), b = hash(x1, yi), c = hash(x0, yi + 1), d = hash(x1, yi + 1);
64 return a + (b - a) * u + (c - a) * v + (a - b - c + d) * u * v;
65}
66
67function fbm(x: number, y: number, octaves: number, period: number): number {
68 let s = 0, n = 0, amp = 0.5, f = 1;
69 for (let i = 0; i < octaves; i++) {
70 s += amp * noise(x * f, y * f, period * f);
71 n += amp;
72 amp *= 0.5;
73 f *= 2;
74 }
75 return s / n;
76}
77
78// Sharp crests where plain noise crosses its middle: rock ribs and couloirs.
79function ridged(x: number, y: number, octaves: number): number {
80 let s = 0, n = 0, amp = 0.5, f = 1;
81 for (let i = 0; i < octaves; i++) {
82 const v = 1 - Math.abs(2 * noise(x * f + i * 17.3, y * f, 0) - 1);
83 s += amp * v * v;
84 n += amp;
85 amp *= 0.5;
86 f *= 2.1;
87 }
88 return s / n;
89}
90
91const clamp = (v: number) => (v < 0 ? 0 : v > 1 ? 1 : v);
92const smooth = (a: number, b: number, v: number) => {
93 const k = clamp((v - a) / (b - a));
94 return k * k * (3 - 2 * k);
95};
96const mix = (a: number, b: number, k: number) => a + (b - a) * k;
97const hex = (s: string) => [1, 3, 5].map((i) => parseInt(s.slice(i, i + 2), 16) / 255);
98
99// Peaks as pyramids, each turned a little, placed by where their summits
100// should land on screen: [column, row, distance, spread, turn].
101const PEAKS = [
102 [66, 11, 140, 0.95, 0.3],
103 [38, 26, 115, 1.1, -0.15],
104 [116, 22, 175, 0.9, 0.2],
105 [92, 33, 150, 1.0, 0.1],
106 [96, 25, 340, 1.1, 0.4],
107 [180, 38, 200, 1.5, -0.1],
108 [8, 30, 160, 1.2, 0.25],
109].map(([sx, row, z, f, a]) => {
110 const h = CAM + ((HZ - row) / 100) * K * z - 1.5;
111 return [((sx - 100) / 100) * K * z, z, h, h * f, Math.cos(a), Math.sin(a)];
112});
113
114function terrain(x: number, z: number): number {
115 let h = 0;
116 for (const [px, pz, ph, pr, c, s] of PEAKS) {
117 const dx = x - px, dz = z - pz;
118 const rx = dx * c - dz * s, rz = dx * s + dz * c;
119 const v = ph * (1 - (Math.abs(rx) + Math.abs(rz)) / pr);
120 if (v > h) h = v;
121 }
122 const hills = (1 + 3 * fbm(x * 0.04, z * 0.04, 3, 0)) * smooth(SHORE_Z, SHORE_Z + 15, z);
123 if (hills > h) h = hills;
124 // crags, deeper on the high ground
125 h += ((ridged(x * 0.06, z * 0.06, 3) - 0.45) * 6 + (ridged(x * 0.2, z * 0.2, 2) - 0.45) * 1.6) * smooth(4, 22, h);
126 return h;
127}
128
129// Distance along a ray from height `oy` with slope `v` and spread `u` to the
130// terrain beyond the shore, or 0 when it reaches the sky.
131function march(u: number, v: number, oy: number): number {
132 let z = SHORE_Z, prev = z;
133 for (let i = 0; i < 260 && z < 520; i++) {
134 const gap = oy + v * z - terrain(u * z, z);
135 if (gap < 0) {
136 let a = prev, b = z;
137 for (let j = 0; j < 7; j++) {
138 const m = (a + b) / 2;
139 if (oy + v * m - terrain(u * m, m) < 0) b = m;
140 else a = m;
141 }
142 return b;
143 }
144 prev = z;
145 z += Math.max(0.35, gap * 0.45) + z * 0.002;
146 }
147 return 0;
148}
149
150export default function alpineDawn(): Frame {
151 const P = meta.palette.map(hex);
152 const N = W * H;
153 const out: string[] = new Array(N);
154
155 const lut = new Uint8Array(32768).fill(255);
156 const nearest = (r: number, g: number, b: number): number => {
157 const k = (Math.min(31, (r * 31.99) | 0) << 10) | (Math.min(31, (g * 31.99) | 0) << 5) | Math.min(31, (b * 31.99) | 0);
158 if (lut[k] !== 255) return lut[k];
159 let best = 0, bd = 1e9;
160 for (let i = 0; i < P.length; i++) {
161 const dr = P[i][0] - r, dg = P[i][1] - g, db = P[i][2] - b;
162 const d = 0.3 * dr * dr + 0.5 * dg * dg + 0.2 * db * db;
163 if (d < bd) (bd = d), (best = i);
164 }
165 return (lut[k] = best);
166 };
167
168 const L = (() => {
169 const v = [0.9, 0.3, 0.14];
170 const n = Math.hypot(...v);
171 return v.map((c) => c / n);
172 })();
173
174 // --- the range, raymarched once ------------------------------------------
175 const SR = SHORE; // rows above the open water
176 const depth = new Float32Array(SR * W);
177 const alt = new Float32Array(SR * W);
178 const sun = new Float32Array(SR * W);
179 const snow = new Float32Array(SR * W);
180 const up = new Float32Array(SR * W);
181 for (let r = 0; r < SR; r++) {
182 const v = ((HZ - (r + 0.5)) / 100) * K;
183 for (let x = 0; x < W; x++) {
184 const u = ((x + 0.5 - 100) / 100) * K;
185 const z = march(u, v, CAM);
186 const k = r * W + x;
187 if (!z) continue;
188 const px = u * z, py = CAM + v * z;
189 const e = 0.35;
190 const hx = (terrain(px + e, z) - terrain(px - e, z)) / (2 * e);
191 const hz = (terrain(px, z + e) - terrain(px, z - e)) / (2 * e);
192 const nl = Math.hypot(hx, 1, hz);
193 const nx = -hx / nl, ny = 1 / nl, nz = -hz / nl;
194 let lit = Math.max(0, nx * L[0] + ny * L[1] + nz * L[2]);
195 if (lit > 0) {
196 // cast shadow: walk toward the sun
197 for (let s = 0.8; s < 160; s += 0.6 + s * 0.04) {
198 const qx = px + L[0] * s, qy = py + L[1] * s + 0.15, qz = z + L[2] * s;
199 if (qz < SHORE_Z) break;
200 if (qy < terrain(qx, qz)) {
201 lit = 0;
202 break;
203 }
204 }
205 }
206 depth[k] = z;
207 alt[k] = py;
208 sun[k] = lit;
209 up[k] = ny;
210 const grain = fbm(px * 0.4, py * 0.25, 2, 0);
211 // rock shows through in couloirs running down the fall line
212 const gully = ridged(px * 0.22 + z * 0.05, py * 0.045, 2);
213 snow[k] = smooth(0.36, 0.52, ny + 0.3 * (grain - 0.5)) * smooth(5, 11, py + 5 * grain) * (1 - 0.75 * smooth(0.62, 0.85, gully));
214 }
215 }
216
217 // sunlit terrain with open sky directly above: the crest line
218 const rim = new Uint8Array(SR * W);
219 for (let k = W; k < SR * W; k++) rim[k] = depth[k] && !depth[k - W] && sun[k] > 0 ? 1 : 0;
220
221 // --- the far shore's treeline --------------------------------------------
222 const treeTop = new Float32Array(W);
223 for (let x = 0; x < W; x++) treeTop[x] = SHORE - 0.6 - 1.2 * fbm(x * 0.06, 2.3, 2, 0);
224 for (let tx = -2; tx < W + 2; tx += 1.6 + hash(tx * 9, 7) * 2.2) {
225 const tip = SHORE - 2.6 - hash(tx * 3, 8) * 4 - 1.5 * smooth(60, 0, tx);
226 const slope = 1.1 + hash(tx * 5, 9) * 0.5;
227 for (let x = Math.max(0, Math.floor(tx - 6)); x < Math.min(W, tx + 6); x++) {
228 treeTop[x] = Math.min(treeTop[x], tip + Math.abs(x + 0.5 - tx) * slope);
229 }
230 }
231
232 // --- the lake: where each cell's reflected ray lands in the picture above -
233 const LR = H - SHORE;
234 const src = new Float32Array(LR * W);
235 for (let r = SHORE; r < H; r++) {
236 const v = ((HZ - (r + 0.5)) / 100) * K;
237 for (let x = 0; x < W; x++) {
238 const u = ((x + 0.5 - 100) / 100) * K;
239 const z = march(u, -v, -CAM);
240 const vs = -v - (z ? (2 * CAM) / z : 0);
241 let row = HZ - (vs * 100) / K - 0.5;
242 const mirror = 2 * SHORE - 1 - r; // the treeline stands on the shore
243 if (mirror >= treeTop[x]) row = mirror;
244 src[(r - SHORE) * W + x] = row;
245 }
246 }
247
248 // --- the near pines and the bank they stand on ---------------------------
249 const fg = new Uint8Array(N);
250 const fgShade = new Float32Array(N);
251 const fgRim = new Float32Array(N);
252 const PINES = [
253 [9, 5, 1.15], [20, 38, 0.85], [32, 66, 0.5],
254 [192, 10, 1.15], [181, 40, 0.75], [204, 26, 1],
255 ];
256 for (let r = 0; r < H; r++) {
257 for (let x = 0; x < W; x++) {
258 const k = r * W + x;
259 const y = r + 0.5;
260 const bankL = 88 + 14 * smooth(0, 52, x) + 2 * fbm(x * 0.2, 1, 2, 0);
261 const bankR = 90 + 12 * smooth(W, W - 40, x) + 2 * fbm(x * 0.2, 4, 2, 0);
262 if (y > bankL || y > bankR) (fg[k] = 1), (fgShade[k] = 0.15 * hash(x, r));
263 for (const [px, tip, s] of PINES) {
264 const d = y - tip;
265 if (d < 0) continue;
266 const tier = 3.4 * s;
267 const f = d / tier - Math.floor(d / tier);
268 const hw = (0.4 + d * 0.2) * (0.5 + 0.5 * f) * (1 + 0.6 * (hash(r, Math.floor(px) * 7) - 0.5) * smooth(0, 8, d));
269 const dx = x + 0.5 - px;
270 if (Math.abs(dx) <= hw) {
271 fg[k] = 2;
272 // the outline catches the dawn sky: a warm rim on the side facing
273 // the sun, a dim cool one on the other, the inside stays black
274 const edge = hw - Math.abs(dx) < 1;
275 const sunward = px < SUN[0] ? dx > 0 : dx < 0;
276 fgShade[k] = edge ? (sunward ? 1 : 0.5) : 0.3 * hash(x * 3, r * 5);
277 // the rim is light from the sky behind, so it fades out below the shore
278 fgRim[k] = edge ? smooth(70, 44, y) * (0.75 + 0.25 * hash(x, r * 7)) : 0;
279 }
280 }
281 }
282 }
283
284 // --- mist, a wrapping sheet that drifts along the valley -----------------
285 const MW = 480, M0 = 36, MR = SHORE + 2 - M0;
286 const mist = new Float32Array(MW * MR);
287 for (let r = 0; r < MR; r++) {
288 for (let x = 0; x < MW; x++) {
289 const y = r + M0;
290 const q = fbm(x * 0.0125, y * 0.1, 2, MW * 0.0125);
291 mist[r * MW + x] = fbm(x * 0.025 + q * 1.4, y * 0.22 + q, 4, MW * 0.025);
292 }
293 }
294
295 // --- thin high cloud, streaked and lit from below by the sun -------------
296 const CW = 640, CR = 34;
297 const cloud = new Float32Array(CW * CR);
298 for (let r = 0; r < CR; r++) {
299 for (let x = 0; x < CW; x++) {
300 const y = r + 0.5;
301 const q = fbm(x * 0.0125, y * 0.12, 2, 8);
302 const c = fbm(x * 0.025 + q * 2, y * 0.2 + q * 0.8, 4, 16);
303 cloud[r * CW + x] = smooth(0.52, 0.7, c - 0.06 * Math.abs(y - 18) / 10) * smooth(5, 13, y) * smooth(33, 24, y);
304 }
305 }
306
307 // a faint large-scale unevenness, so the open sky and the deep water are
308 // never one flat halftone screen
309 const hz = new Float32Array(N);
310 for (let k = 0; k < N; k++) hz[k] = fbm((k % W) * 0.03, Math.floor(k / W) * 0.06, 3, 0);
311
312 // the sky's colour at a point, for the sky itself and as haze on the peaks
313 const skyR = new Float32Array(SR * W), skyG = new Float32Array(SR * W), skyB = new Float32Array(SR * W);
314 const glowA = new Float32Array(SR * W);
315 for (let r = 0; r < SR; r++) {
316 for (let x = 0; x < W; x++) {
317 const y = r + 0.5;
318 const v = clamp(y / 52);
319 const east = smooth(20, 190, x);
320 const dx = x + 0.5 - SUN[0], dy = (y - SUN[1]) * 2.2;
321 const ds = Math.sqrt(dx * dx + dy * dy);
322 const low = Math.pow(v, 1.9);
323 // indigo overhead, a soft unevenness in it, then a pale lilac and rose
324 // band behind the range, lighter than the mountains' shadowed flanks
325 const veil = (hz[r * W + x] - 0.5) * 0.1 * (1 - v);
326 let cr = 0.03 + veil + low * (0.56 + 0.2 * east);
327 let cg = 0.04 + veil + low * (0.48 + 0.02 * east);
328 let cb = 0.13 + veil * 1.6 + low * (0.62 - 0.12 * east);
329 skyR[r * W + x] = cr;
330 skyG[r * W + x] = cg;
331 skyB[r * W + x] = cb;
332 // the sun's glow, kept apart so it can breathe
333 glowA[r * W + x] = Math.exp(-ds / 6) * 0.65 + Math.exp(-ds / 15) * 0.2 + Math.exp(-ds / 50) * 0.1;
334 }
335 }
336
337 const AR = new Float32Array(SR * W), AG = new Float32Array(SR * W), AB = new Float32Array(SR * W);
338 const FR = new Float32Array(N), FG = new Float32Array(N), FB = new Float32Array(N);
339 const floor = new Float32Array(N);
340 const fade = new Float32Array(N).fill(1);
341 const wisp = new Float32Array(W);
342
343 return (t, { color } = {}) => {
344 const warm = 0.75 - 0.5 * Math.exp(-t / 60); // rose first light warming toward gold
345 const line = 6 + 4 * Math.exp(-t / 70); // the sunlit line creeps down the slopes
346 const drift = t * 1.1;
347 const pulse = 1 + 0.06 * Math.sin((t / 8) * Math.PI * 2); // the sun's glow breathes
348 for (let x = 0; x < W; x++) wisp[x] = noise((x + drift * 0.6) * 0.06, 3.7, 0);
349
350 // the warm light, from rose toward gold
351 const lr = 1, lg = mix(0.6, 0.8, warm), lb = mix(0.55, 0.4, warm);
352
353 for (let r = 0; r < SR; r++) {
354 const y = r + 0.5;
355 for (let x = 0; x < W; x++) {
356 const k = r * W + x;
357 const gl = glowA[k] * pulse;
358 const gg = 0.62 + 0.28 * smooth(0.15, 0.7, gl); // gold at the core, rose further out
359 let cr = skyR[k] + gl, cg = skyG[k] + gl * gg, cb = skyB[k] + gl * (gg - 0.22), fl = 0.21;
360 const z = depth[k];
361 if (z) {
362 const sn = snow[k];
363 const lit = sun[k] * smooth(line, line + 7, alt[k]);
364 const amb = (0.55 + 0.45 * up[k]) * (0.55 + 0.5 * smooth(4, 34, alt[k]));
365 // snow: deep blue in shadow, rose to gold in the sun, ending sharply
366 const sl = smooth(0.08, 0.24, lit);
367 // full on faces and summits glow gold, glancing light stays rose
368 const gold = clamp(0.6 * smooth(0.25, 0.8, lit) + 0.5 * smooth(14, 36, alt[k]));
369 const br = 0.78 + 0.3 * lit;
370 const sr = mix(0.13 * amb, lr * br, sl);
371 const sg = mix(0.17 * amb, mix(lg - 0.12, lg + 0.14, gold) * br, sl);
372 const sb = mix(0.36 * amb, mix(lb + 0.02, lb + 0.12, gold) * br, sl);
373 // rock: slate in shadow, warm umber in the sun
374 const rr = mix(0.06, 0.4, sl), rg = mix(0.07, 0.2, sl), rb = mix(0.14, 0.2, sl);
375 cr = mix(rr, sr, sn);
376 cg = mix(rg, sg, sn);
377 cb = mix(rb, sb, sn);
378 // forested foothills
379 const wood = smooth(9, 4, alt[k]) * smooth(110, 75, z);
380 cr = mix(cr, 0.07, wood);
381 cg = mix(cg, 0.09, wood);
382 cb = mix(cb, 0.18, wood);
383 // distance hazes toward the sky behind, and haze settles in the
384 // far valleys so each ridge stands clear of the one behind it
385 const fog = smooth(16, 3, alt[k]) * smooth(70, 150, z) * 0.6;
386 const haze = Math.max(fog, clamp(1 - Math.exp(-(z - SHORE_Z) / 260)) * 0.45);
387 cr = mix(cr, skyR[k] + gl, haze);
388 cg = mix(cg, skyG[k] + gl * gg, haze);
389 cb = mix(cb, skyB[k] + gl * (gg - 0.22), haze);
390 // the first light catches the crest itself in a bright line
391 if (rim[k] && sl > 0.3) {
392 const a = rim[k] * sl;
393 cr = mix(cr, 1, a);
394 cg = mix(cg, mix(0.89, 0.95, warm), a);
395 cb = mix(cb, mix(0.76, 0.88, warm), a);
396 }
397 // the shadowed range still carries a dim blue screen; the wooded
398 // foothills in front of it drop away to near black
399 fl = mix(mix(0.42, 0.3, wood), 0.04, sl);
400 } else {
401 // a few stars still out in the west
402 if (y < 34 && hash(x, r * 3 + 11) > 0.985) {
403 const tw = 0.6 + 0.4 * Math.sin(t * (1.5 + hash(x, r) * 3) + hash(r, x) * 6.28);
404 const s = tw * smooth(150, 40, x) * smooth(34, 6, y) * 0.75;
405 cr = Math.max(cr, s * 0.9);
406 cg = Math.max(cg, s * 0.92);
407 cb = Math.max(cb, s);
408 }
409 // high cloud, rose-gold toward the sun and mauve away from it
410 if (r < CR) {
411 const sx = x + t * 0.8, ix = Math.floor(sx), fx = sx - ix;
412 const c0 = cloud[r * CW + (ix % CW)], c1 = cloud[r * CW + ((ix + 1) % CW)];
413 const c = (c0 + (c1 - c0) * fx) * (0.35 + 0.65 * smooth(40, 150, x));
414 if (c > 0.01) {
415 const g = Math.exp(-Math.hypot(x + 0.5 - SUN[0], (y - SUN[1]) * 1.6) / 55);
416 const b = clamp(0.25 + 0.9 * g);
417 const kr = mix(0.32, 1, b), kg = mix(0.24, mix(0.62, 0.74, warm), b), kb = mix(0.4, 0.5, b);
418 cr = mix(cr, kr, c * 0.75);
419 cg = mix(cg, kg, c * 0.75);
420 cb = mix(cb, kb, c * 0.75);
421 }
422 }
423 // the sun, just clearing the ridge
424 const dx = x + 0.5 - SUN[0], dy = y - SUN[1];
425 const ds = Math.sqrt(dx * dx + dy * dy);
426 if (ds < 4.5) {
427 const a = smooth(4.5, 3.3, ds);
428 cr = mix(cr, 1, a);
429 cg = mix(cg, 0.96, a);
430 cb = mix(cb, 0.86, a);
431 }
432 }
433 // mist pooled in the valley behind the shore, lit rose toward the sun
434 const e = smooth(20, 170, x) * (0.6 + 0.4 * warm);
435 const near = Math.exp(-Math.abs(x + 0.5 - SUN[0]) / 22) * 0.3;
436 const mr = mix(0.48, 0.9, e) + near, mg = mix(0.46, 0.7, e) + near * 0.75, mb = mix(0.7, 0.7, e) + near * 0.5;
437 if (r >= M0) {
438 const m = mist[(r - M0) * MW + (Math.floor(x + drift) % MW)];
439 // a ragged top edge: the sheet heaves in long swells and small tufts
440 const edge = 5 * (m - 0.5) + 4 * (wisp[x] - 0.5);
441 const band = smooth(M0 + 14, SHORE - 3, y + edge);
442 const a = (0.3 + 0.7 * smooth(0.32, 0.64, m)) * band * 0.6;
443 cr = mix(cr, mr, a);
444 cg = mix(cg, mg, a);
445 cb = mix(cb, mb, a);
446 if (a > 0.05) fl = Math.max(fl, 0.2);
447 }
448 if (y >= treeTop[x]) {
449 // the far shore's pines, dark against the mist
450 const s = 0.4 + 0.6 * hash(x * 7, r * 3);
451 cr = 0.04 + 0.03 * s;
452 cg = 0.06 + 0.04 * s;
453 cb = 0.1 + 0.05 * s;
454 fl = 0;
455 // and low wisps drifting across their feet
456 const m = mist[(r - M0) * MW + (Math.floor(x * 0.7 + drift * 1.9 + 211) % MW)];
457 const a = smooth(0.45, 0.72, m) * smooth(treeTop[x] + 1, SHORE, y) * 0.6;
458 cr = mix(cr, mr, a);
459 cg = mix(cg, mg, a);
460 cb = mix(cb, mb, a);
461 }
462 AR[k] = cr;
463 AG[k] = cg;
464 AB[k] = cb;
465 FR[k] = cr;
466 FG[k] = cg;
467 FB[k] = cb;
468 floor[k] = fl;
469 }
470 }
471
472 // the lake: the picture above, shaken a little by slow ripples
473 for (let r = SHORE; r < H; r++) {
474 const y = r + 0.5;
475 const d = (y - SHORE) / LR;
476 for (let x = 0; x < W; x++) {
477 const k = r * W + x;
478 const w1 = noise(x * 0.045 + t * 0.06, y * 0.5 - t * 0.35, 0);
479 const w2 = noise(x * 0.12 - t * 0.1, y * 1.1 - t * 0.7, 0);
480 const sway = (w1 - 0.5) * (0.4 + 1.4 * d) + (w2 - 0.5) * 0.5;
481 const sx = Math.max(0, Math.min(W - 1, Math.round(x + sway)));
482 const sr = Math.max(0, Math.min(SR - 1, Math.round(src[(r - SHORE) * W + x] + (w2 - 0.5) * 0.6 * d)));
483 const sk = sr * W + sx;
484 const refl = 0.68 - 0.32 * d;
485 const w3 = noise(x * 0.03 + t * 0.04, y * 1.9 - t * 0.45, 0);
486 const lift = 1 + (w3 - 0.5) * (0.4 + 0.5 * d); // long, faint ripple lines
487 // the water gives back a little less colour than it was sent
488 const ar = AR[sk], ag = AG[sk], ab = AB[sk];
489 const grey = (ar + ag + ab) / 3;
490 const deep = (hz[k] - 0.5) * 0.1 * d; // slow unevenness in the dark water
491 let cr = 0.02 + deep + mix(grey, ar, 0.75) * refl * lift;
492 let cg = 0.035 + deep + mix(grey, ag, 0.75) * refl * lift;
493 let cb = 0.07 + deep * 1.6 + mix(grey, ab, 0.75) * refl * lift;
494 // the sun's road
495 const roadW = 1.5 + (y - SHORE) * 0.45;
496 const road = Math.exp(-(((x + 0.5 - SUN[0]) / roadW) ** 2));
497 const glint = smooth(0.55, 0.85, w2) * road * (0.5 + 0.5 * warm);
498 cr += glint;
499 cg += glint * 0.8;
500 cb += glint * 0.6;
501 FR[k] = cr;
502 FG[k] = cg;
503 FB[k] = cb;
504 floor[k] = 0.26;
505 fade[k] = smooth(H + 2, H - 22, y);
506 if (r === SHORE) {
507 // a dark seam where the shore meets the water
508 FR[k] = 0.06;
509 FG[k] = 0.12;
510 FB[k] = 0.14;
511 floor[k] = 0;
512 }
513 }
514 }
515
516 // the near pines and the bank, black against it all, rimmed on the sun side
517 for (let k = 0; k < N; k++) {
518 if (!fg[k]) continue;
519 const s = fgShade[k];
520 FR[k] = 0.02 + 0.05 * s;
521 FG[k] = 0.04 + 0.06 * s;
522 FB[k] = 0.05 + 0.06 * s;
523 floor[k] = 0;
524 const e = fgRim[k];
525 if (e > 0 && s === 1) {
526 // warm on the side facing the sun
527 FR[k] = mix(FR[k], 0.62, e), FG[k] = mix(FG[k], 0.4, e), FB[k] = mix(FB[k], 0.38, e);
528 floor[k] = 0.12 * e;
529 } else if (e > 0 && s === 0.5) {
530 // cool lilac from the sky on the other
531 FR[k] = mix(FR[k], 0.2, e), FG[k] = mix(FG[k], 0.22, e), FB[k] = mix(FB[k], 0.36, e);
532 floor[k] = 0.22 * e;
533 }
534 fade[k] = 1;
535 }
536
537 for (let r = 0; r < H; r++) {
538 for (let x = 0; x < W; x++) {
539 const k = r * W + x;
540 const cr = FR[k], cg = FG[k], cbl = FB[k], fl = floor[k];
541 const peak = Math.max(cr, cg, cbl, 1e-4);
542 const level = clamp(fl + (1 - fl) * Math.pow(peak, 1.1)) * fade[k];
543 const step = Math.max(0, Math.min(3, Math.round(level * 3 + BAYER[(r & 3) * 4 + (x & 3)])));
544 out[k] = DOTS[step];
545 if (color) {
546 const want = step ? Math.min(1, (level + 0.06) / COVER[step]) : 0;
547 // dim cells keep some of their darkness in the colour too, so the
548 // shadows sit back in deep blues rather than as a bright fine screen
549 const s = ((0.3 + 0.7 * want) * mix(0.5, 1, smooth(0.08, 0.5, peak))) / peak;
550 color[k] = nearest(clamp(cr * s), clamp(cg * s), clamp(cbl * s));
551 }
552 }
553 }
554 const lines: string[] = [];
555 for (let r = 0; r < H; r++) lines.push(out.slice(r * W, (r + 1) * W).join(""));
556 return lines.join("\n");
557 };
558}
559hooks/vendor/pieces/alpine-linux.ts 181 lines1/*
2 * alpine linux: the Alpine Linux logo, a mountain in a hexagon, with a scan
3 * line running down it every few seconds that scrambles what it passes.
4 *
5 * Drawn from Simple Icons' alpinelinux.svg (CC0): each cell holds the
6 * character whose shape best matches the logo's edge through it, and 8 where
7 * the logo is solid. On a canvas it takes the logo's colours, lifted on a dark
8 * page where they would sink into it; in a <pre> it is one ink, from the same
9 * drawing. The logo is a trademark of its owner, shown here to name the
10 * distribution.
11 */
12import type { Frame, Meta } from "../types.ts";
13
14export interface AlpineLinuxOptions {
15 [key: string]: unknown;
16 /** Seconds between scans; 0 keeps the logo still. */
17 scan: number;
18}
19
20export const meta = {
21 name: "alpine linux",
22 category: "distros",
23 note: "the mountain in a hexagon, scanned now and then",
24 cols: 64,
25 rows: 28,
26 fps: 30,
27 options: { scan: 5 },
28 // The logo's colour for a light page, then for a dark one; each as drawn, then twice lighter for the scan.
29 palette: [
30 "#0d597f", "#6293ac", "#b6cdd9", "#0f6692", "#639cb8", "#b7d1de",
31 ],
32} satisfies Meta<AlpineLinuxOptions>;
33
34// In a <pre>, in the page's own colour.
35const MONO = String.raw`
36
37 q888888888888888888888888888888p
38 p88888888888888888888888888888888q,
39 _p8888888888888888888888888888888888q,
40 _88888888888888888888888888888888888888,
41 _8888888888888888888888888888888888888888,
42 )888888888888888888888888888888888888888888(
43 q88888888888888888888888888888888888888888888p
44 p8888888888888888P'"888888888888888888888888888q
45 .p888888888888888P' "8888888P "8888888888888888q,
46 _p88888888888888P' "888P "888888888888888q,
47 _88888888888888P' _ "\, "888888888888888,
48 _8888888888888P' _p88_ "(,_ "88888888888888_
49 q888888888888P' _p888888_ "8q_ "8888888888888p
50 "8888888888P' _pP"88888888_ "8q_ "88888888888"
51 "8888888P' _pP" |8888888888_ "8q_ "88888888"
52 "88888q_ _p8q_, |888888888888_ __p88_ __p88888"
53 '88888888q88888888888888888888888qq88888888qq88888888'
54 '8888888888888888888888888888888888888888888888888P'
55 O8888888888888888888888888888888888888888888888P
56 )88888888888888888888888888888888888888888888P
57 "888888888888888888888888888888888888888888"
58 "8888888888888888888888888888888888888888"
59 "88888888888888888888888888888888888888"
60 '88888888888888888888888888888888888P'
61 888888888888888888888888888888888P
62 Y888888888888888888888888888888P
63
64`;
65
66// On a canvas, and the colour of each cell: an index into the logo's colours.
67const ART = String.raw`
68
69 q888888888888888888888888888888p
70 p88888888888888888888888888888888q,
71 _p8888888888888888888888888888888888q,
72 _88888888888888888888888888888888888888,
73 _8888888888888888888888888888888888888888,
74 )888888888888888888888888888888888888888888(
75 q88888888888888888888888888888888888888888888p
76 p8888888888888888P'"888888888888888888888888888q
77 .p888888888888888P' "8888888P "8888888888888888q,
78 _p88888888888888P' "888P "888888888888888q,
79 _88888888888888P' _ "\, "888888888888888,
80 _8888888888888P' _p88_ "(,_ "88888888888888_
81 q888888888888P' _p888888_ "8q_ "8888888888888p
82 "8888888888P' _pP"88888888_ "8q_ "88888888888"
83 "8888888P' _pP" |8888888888_ "8q_ "88888888"
84 "88888q_ _p8q_, |888888888888_ __p88_ __p88888"
85 '88888888q88888888888888888888888qq88888888qq88888888'
86 '8888888888888888888888888888888888888888888888888P'
87 O8888888888888888888888888888888888888888888888P
88 )88888888888888888888888888888888888888888888P
89 "888888888888888888888888888888888888888888"
90 "8888888888888888888888888888888888888888"
91 "88888888888888888888888888888888888888"
92 '88888888888888888888888888888888888P'
93 888888888888888888888888888888888P
94 Y888888888888888888888888888888P
95
96`;
97const INK = String.raw`
98
99 00000000000000000000000000000000
100 00000000000000000000000000000000000
101 00000000000000000000000000000000000000
102 0000000000000000000000000000000000000000
103 000000000000000000000000000000000000000000
104 00000000000000000000000000000000000000000000
105 0000000000000000000000000000000000000000000000
106 000000000000000000000000000000000000000000000000
107 0000000000000000000 000000000 0000000000000000000
108 000000000000000000 00000 000000000000000000
109 00000000000000000 0 000 00000000000000000
110 0000000000000000 00000 0000 0000000000000000
111 000000000000000 000000000 0000 000000000000000
112 0000000000000 0000000000000 0000 0000000000000
113 0000000000 0000 000000000000 0000 0000000000
114 00000000 000000 00000000000000 000000 000000000
115 000000000000000000000000000000000000000000000000000000
116 0000000000000000000000000000000000000000000000000000
117 000000000000000000000000000000000000000000000000
118 0000000000000000000000000000000000000000000000
119 00000000000000000000000000000000000000000000
120 000000000000000000000000000000000000000000
121 0000000000000000000000000000000000000000
122 00000000000000000000000000000000000000
123 0000000000000000000000000000000000
124 00000000000000000000000000000000
125
126`;
127
128const START = 0.5; // seconds before the first scan
129const PASS = 2; // seconds a scan takes, top to bottom
130const HEAD = 2; // rows the line scrambles
131const TRAIL = 5; // rows of afterglow behind it
132const NOISE = "#$%&*+<=>?@[]{}"; // what the line scrambles the logo into
133
134const lines = (art: string) => art.slice(1, -1).split("\n").map((line) => line.padEnd(meta.cols));
135
136function hash(x: number, y: number, k: number) {
137 let h = Math.imul(x, 73856093) ^ Math.imul(y, 19349663) ^ Math.imul(k, 83492791);
138 h = Math.imul(h ^ (h >>> 13), 1274126177);
139 return (h ^ (h >>> 16)) >>> 0;
140}
141
142export default function alpineLinux({ scan = meta.options.scan }: Partial<AlpineLinuxOptions> = {}): Frame {
143 const { cols, rows, fps } = meta;
144 const mono = lines(MONO), art = lines(ART), ink = lines(INK);
145 const n = meta.palette.length / 6;
146 const every = scan > 0 ? Math.max(scan, PASS + 0.5) : 0;
147 // The line runs from the logo's first row to past its last, rather than the whole frame.
148 let first = rows, last = -1;
149 for (const pic of [mono, art])
150 pic.forEach((line, y) => {
151 if (line.trim()) (first = Math.min(first, y)), (last = Math.max(last, y));
152 });
153 const span = last - first + 1 + HEAD + TRAIL;
154
155 return (t, { paper = false, color } = {}) => {
156 const pic = color ? art : mono;
157 const since = t - START;
158 const at = every && since >= 0 ? first + (span * (since % every)) / PASS : -Infinity;
159 const tick = Math.floor((t * fps) / 2); // the noise changes every other frame
160 const out: string[] = [];
161 for (let y = 0; y < rows; y++) {
162 const d = at - y; // rows since the line reached this one
163 const level = d >= 0 && d < HEAD ? 2 : d >= HEAD && d < HEAD + TRAIL ? 1 : 0;
164 let line = "";
165 for (let x = 0; x < cols; x++) {
166 let ch = pic[y][x];
167 if (ch !== " ") {
168 if (level === 2) {
169 const h = hash(x, y, tick);
170 if (h % 4) ch = NOISE[(h >>> 2) % NOISE.length];
171 }
172 if (color) color[y * cols + x] = (paper ? 0 : 3 * n) + level * n + parseInt(ink[y][x], 36);
173 }
174 line += ch;
175 }
176 out.push(line);
177 }
178 return out.join("\n");
179 };
180}
181hooks/vendor/pieces/analog-clock.ts 159 lines1/*
2 * analog-clock: a round wall clock keeping local time. A lit bezel, a tick
3 * for every minute and hour, and hour, minute and ticking second hands.
4 */
5import type { Frame, Meta } from "../types.ts";
6
7export interface AnalogClockOptions {
8 [key: string]: unknown;
9 numerals: boolean;
10 seconds: boolean;
11}
12
13export const meta = {
14 name: "analog clock",
15 category: "objects",
16 note: "a round clock face showing the local time, seconds ticking",
17 cols: 47,
18 rows: 23,
19 fps: 8,
20 options: { numerals: true, seconds: true },
21 clock: true,
22} satisfies Meta<AnalogClockOptions>;
23
24const RAMP = ".,-~:;=!*#$@";
25const LO = 3, HI = 10; // the stretch of the ramp the bezel uses, so no part of it fades out
26const R = 21; // the bezel's middle, in columns; the face is drawn in columns, y up
27const LM = Math.hypot(-0.5, 0.6, 0.62);
28const [LX, LY, LZ] = [-0.5 / LM, 0.6 / LM, 0.62 / LM];
29
30// How each hand is drawn: upright, rising and falling strokes, the run along a
31// row where it is shallow, the run where it lies flat in one row, and how many
32// columns a row it may cross before it is drawn as runs.
33interface Hand {
34 up: string;
35 rise: string;
36 fall: string;
37 run: string;
38 flat: string;
39 wide?: boolean;
40 span: number;
41}
42const HOUR: Hand = { up: "║", rise: "/", fall: "\\", run: "=", flat: "=", wide: true, span: 2.4 };
43const MINUTE: Hand = { up: "|", rise: "/", fall: "\\", run: "_", flat: "-", span: 1.3 };
44const SECOND: Hand = { up: "│", rise: "╱", fall: "╲", run: "─", flat: "─", span: 1.3 };
45
46export default function analogClock({ numerals = true, seconds = true }: Partial<AnalogClockOptions> = {}): Frame {
47 const { cols, rows } = meta;
48 const cx = cols / 2, cy = rows / 2;
49 const start = Date.now();
50 const g: string[][] = Array.from({ length: rows }, () => new Array(cols));
51 const set = (c: number, r: number, ch: string) => {
52 if (c >= 0 && c < cols && r >= 0 && r < rows) g[r][c] = ch;
53 };
54 const put = (x: number, y: number, ch: string) => set(Math.floor(cx + x), Math.floor(cy - y / 2), ch);
55
56 // A hand along clock angle a (radians from twelve, clockwise) from r0 to r1
57 // columns out, taken a row at a time. Steep, it is one stroke a row; shallow,
58 // a run along the row stepped up or down where it crosses into the next.
59 // Returns the cell it ends in.
60 const hand = (a: number, r0: number, r1: number, st: Hand) => {
61 let end: [number, number] | null = null;
62 const sx = Math.sin(a), sy = Math.cos(a);
63 const steep = Math.abs(sy) > 4 * Math.abs(sx); // within about 14 degrees of upright
64 const rise = sx * sy > 0;
65 const runs = 2 * Math.abs(sx) > st.span * Math.abs(sy); // columns crossed in a full row
66 const yAt = (s: number) => cy - (sy * s) / 2, xAt = (s: number) => cx + sx * s;
67 const ya = yAt(r0), yb = yAt(r1);
68 for (let r = Math.floor(Math.min(ya, yb)); r <= Math.floor(Math.max(ya, yb)); r++) {
69 let s0 = r0, s1 = r1;
70 if (Math.abs(sy) > 1e-6) {
71 const p = ((cy - r) * 2) / sy, q = ((cy - r - 1) * 2) / sy;
72 s0 = Math.max(r0, Math.min(p, q));
73 s1 = Math.min(r1, Math.max(p, q));
74 if (s1 - s0 < 1e-6) continue;
75 }
76 const xa = xAt(s0), xb = xAt(s1);
77 const lo = Math.min(xa, xb), hi = Math.max(xa, xb), mid = (lo + hi) / 2;
78 const last = s1 > r1 - 1e-6;
79 if (!runs) {
80 const c = Math.floor(mid);
81 set(c, r, steep ? st.up : rise ? st.rise : st.fall);
82 if (st.wide && !steep) set(mid - c < 0.5 ? c - 1 : c + 1, r, rise ? st.rise : st.fall);
83 if (last) end = [c, r];
84 continue;
85 }
86 // Which ends of this row's run meet the row above or below.
87 const edgeLo = (xa < xb ? s0 : s1) > r0 + 1e-6 && (xa < xb ? s0 : s1) < r1 - 1e-6;
88 const edgeHi = (xa < xb ? s1 : s0) > r0 + 1e-6 && (xa < xb ? s1 : s0) < r1 - 1e-6;
89 const ch = edgeLo || edgeHi ? st.run : st.flat;
90 const c0 = Math.floor(lo), c1 = Math.floor(hi - 1e-6);
91 for (let c = c0; c <= c1; c++) set(c, r, ch);
92 if (last) end = [Math.max(c0, Math.min(c1, Math.floor(xAt(r1)))), r];
93 if (st.wide) continue;
94 if (rise && edgeHi) set(c1, r, st.rise);
95 if (!rise && edgeLo) set(c0, r, st.fall);
96 }
97 return end;
98 };
99
100 // The bezel is a fixed picture: a torus cut across, lit from the upper left,
101 // sampled four times a cell. Shading only depends on paper, so keep both.
102 const bezel = [false, true].map((paper) => {
103 const b: (string | null)[][] = Array.from({ length: rows }, () => new Array(cols).fill(null));
104 for (let r = 0; r < rows; r++)
105 for (let c = 0; c < cols; c++) {
106 let sum = 0, hit = 0;
107 for (const [ox, oy] of [[0.25, 0.25], [0.75, 0.25], [0.25, 0.75], [0.75, 0.75]]) {
108 const x = c + ox - cx, y = (cy - (r + oy)) * 2;
109 const d = Math.hypot(x, y), s = (d - R) / 1.3;
110 if (Math.abs(s) >= 1) continue;
111 const z = Math.sqrt(1 - s * s);
112 sum += Math.max(0, ((s * x) / d) * LX + ((s * y) / d) * LY + z * LZ);
113 hit++;
114 }
115 if (hit < 2) continue;
116 const i = Math.round(LO + (sum / hit) * (HI - LO));
117 b[r][c] = RAMP[paper ? RAMP.length - 1 - i : i];
118 }
119 return b;
120 });
121
122 return (t, { paper = false } = {}) => {
123 // The wall clock, or play time from the start if that is ahead of it.
124 const now = new Date(Math.max(Date.now(), start + t * 1000));
125 const sec = now.getSeconds(), min = now.getMinutes() + sec / 60;
126 const hr = (now.getHours() % 12) + min / 60;
127 const face = bezel[paper ? 1 : 0];
128 for (let r = 0; r < rows; r++) for (let c = 0; c < cols; c++) g[r][c] = face[r][c] ?? " ";
129
130 // A dot for each minute and a one-cell stroke for each hour.
131 for (let i = 0; i < 60; i++) {
132 const a = (i * Math.PI) / 30, sx = Math.sin(a), sy = Math.cos(a);
133 if (i % 5) put(sx * 18, sy * 18, "·");
134 else if (!numerals || i % 15) put(sx * 17.4, sy * 17.4, Math.abs(sy) > 0.9 ? "|" : Math.abs(sy) < 0.1 ? "-" : sx * sy > 0 ? "/" : "\\");
135 }
136 const ah = (hr * Math.PI) / 6, am = (min * Math.PI) / 30, as = (sec * Math.PI) / 30;
137 hand(ah, 1.5, 9.5, HOUR);
138 hand(am, 1.5, 15.5, MINUTE);
139 // The second hand: a fine line with a ring at its tip and a weight on its
140 // tail, a half block in whichever half of its cell the tail ends.
141 const tip = seconds && hand(as, 1.5, 14.8, SECOND);
142 if (seconds) {
143 const w = hand(as + Math.PI, 1.5, 4.4, SECOND), f = cy + Math.cos(as) * 2.2;
144 if (w) set(w[0], w[1], f - Math.floor(f) < 0.5 ? "▀" : "▄");
145 }
146 // The numerals sit over the hour and minute hands; the ring passes over them.
147 if (numerals) {
148 put(-1, 15.6, "1");
149 put(0, 15.6, "2");
150 put(15.2, 0, "3");
151 put(0, -15.6, "6");
152 put(-15.2, 0, "9");
153 }
154 if (tip) set(tip[0], tip[1], "o");
155 put(0, 0, "@");
156 return g.map((row) => row.join("")).join("\n");
157 };
158}
159hooks/vendor/pieces/apple.ts 171 lines1/*
2 * apple: the Apple logo, an apple with a bite out of it, with a glint crossing
3 * it every few seconds.
4 *
5 * Drawn from Simple Icons' apple.svg (CC0): each cell holds the character
6 * whose shape best matches the logo's edge through it, and 8 where the logo is
7 * solid. On a canvas it is black, and a light grey on a dark page, where black
8 * would sink into it; in a <pre> it is one ink, from the same drawing. The
9 * logo is a trademark of its owner, shown here to name the company.
10 */
11import type { Frame, Meta } from "../types.ts";
12
13export interface AppleOptions {
14 [key: string]: unknown;
15 /** Seconds between glints; 0 keeps the logo still. */
16 shine: number;
17}
18
19export const meta = {
20 name: "apple",
21 category: "companies",
22 note: "the apple with a bite out of it, glinting now and then",
23 cols: 46,
24 rows: 28,
25 fps: 30,
26 options: { shine: 5 },
27 // The logo's colour for a light page, then for a dark one; each as drawn, then twice lighter for the glint.
28 palette: [
29 "#000000", "#595959", "#b3b3b3", "#e8ebef", "#f0f2f5", "#f8f9fa",
30 ],
31} satisfies Meta<AppleOptions>;
32
33// In a <pre>, in the page's own colour.
34const MONO = String.raw`
35
36 __pp8|
37 _p88888'
38 _p888888P
39 _8888888P
40 8888888"
41 .8888"'
42 __ppqqq__, __pppqqqq__
43 _p888888888888qqppp8888888888888q_
44 _88888888888888888888888888888888888q,
45 p88888888888888888888888888888888888P"
46 q88888888888888888888888888888888888"
47 |88888888888888888888888888888888888'
48 d8888888888888888888888888888888888|
49 88888888888888888888888888888888888'
50 88888888888888888888888888888888888,
51 88888888888888888888888888888888888p
52 d88888888888888888888888888888888888p
53 '888888888888888888888888888888888888q_
54 )8888888888888888888888888888888888888q__
55 888888888888888888888888888888888888888P
56 '8888888888888888888888888888888888888P
57 '88888888888888888888888888888888888P'
58 O88888888888888888888888888888888P
59 "888888888888888888888888888888"
60 'Y88888888888888888888888888P'
61 '"8888PP"' '"Y8888P"'
62
63`;
64
65// On a canvas, and the colour of each cell: an index into the logo's colours.
66const ART = String.raw`
67
68 __pp8|
69 _p88888'
70 _p888888P
71 _8888888P
72 8888888"
73 .8888"'
74 __ppqqq__, __pppqqqq__
75 _p888888888888qqppp8888888888888q_
76 _88888888888888888888888888888888888q,
77 p88888888888888888888888888888888888P"
78 q88888888888888888888888888888888888"
79 |88888888888888888888888888888888888'
80 d8888888888888888888888888888888888|
81 88888888888888888888888888888888888'
82 88888888888888888888888888888888888,
83 88888888888888888888888888888888888p
84 d88888888888888888888888888888888888p
85 '888888888888888888888888888888888888q_
86 )8888888888888888888888888888888888888q__
87 888888888888888888888888888888888888888P
88 '8888888888888888888888888888888888888P
89 '88888888888888888888888888888888888P'
90 O88888888888888888888888888888888P
91 "888888888888888888888888888888"
92 'Y88888888888888888888888888P'
93 '"8888PP"' '"Y8888P"'
94
95`;
96const INK = String.raw`
97
98 000000
99 00000000
100 000000000
101 000000000
102 00000000
103 0000000
104 0000000000 00000000000
105 0000000000000000000000000000000000
106 00000000000000000000000000000000000000
107 00000000000000000000000000000000000000
108 0000000000000000000000000000000000000
109 0000000000000000000000000000000000000
110 000000000000000000000000000000000000
111 000000000000000000000000000000000000
112 000000000000000000000000000000000000
113 000000000000000000000000000000000000
114 0000000000000000000000000000000000000
115 000000000000000000000000000000000000000
116 00000000000000000000000000000000000000000
117 0000000000000000000000000000000000000000
118 000000000000000000000000000000000000000
119 00000000000000000000000000000000000000
120 0000000000000000000000000000000000
121 00000000000000000000000000000000
122 000000000000000000000000000000
123 0000000000 0000000000
124
125`;
126
127const START = 0.5; // seconds before the first glint
128const PASS = 2; // seconds a glint takes to cross
129const HALF = 5; // half its width, in cells
130const LEAN = 0.9; // cells it shifts left a row down, so it leans like a slash
131const SOLID = "8dbqpPYOo0"; // what the glint turns to slashes; thin edges keep their shape
132
133const lines = (art: string) => art.slice(1, -1).split("\n").map((line) => line.padEnd(meta.cols));
134
135export default function apple({ shine = meta.options.shine }: Partial<AppleOptions> = {}): Frame {
136 const { cols, rows } = meta;
137 const mono = lines(MONO), art = lines(ART), ink = lines(INK);
138 const n = meta.palette.length / 6;
139 const every = shine > 0 ? Math.max(shine, PASS + 0.5) : 0;
140 // The glint crosses the logo's ink, edge to edge, rather than the whole frame.
141 let lo = Infinity, hi = -Infinity;
142 for (const pic of [mono, art])
143 pic.forEach((line, y) => {
144 for (let x = 0; x < cols; x++) if (line[x] !== " ") (lo = Math.min(lo, x + LEAN * y)), (hi = Math.max(hi, x + LEAN * y));
145 });
146 const span = hi - lo + 2 * HALF;
147
148 return (t, { paper = false, color } = {}) => {
149 const pic = color ? art : mono;
150 const since = t - START;
151 const at = every && since >= 0 ? lo - HALF + (span * (since % every)) / PASS : -Infinity;
152 const out: string[] = [];
153 for (let y = 0; y < rows; y++) {
154 let line = "";
155 for (let x = 0; x < cols; x++) {
156 let ch = pic[y][x];
157 if (ch !== " ") {
158 const d = Math.abs(x + LEAN * y - at);
159 let k = d < HALF ? 1 - d / HALF : 0;
160 k = k * k * (3 - 2 * k);
161 if (k > 0.55 && SOLID.includes(ch)) ch = "/";
162 if (color) color[y * cols + x] = (paper ? 0 : 3 * n) + (k > 0.6 ? 2 : k > 0.25 ? 1 : 0) * n + parseInt(ink[y][x], 36);
163 }
164 line += ch;
165 }
166 out.push(line);
167 }
168 return out.join("\n");
169 };
170}
171hooks/vendor/pieces/aquarium.ts 120 lines1/*
2 * aquarium: a fish tank. Fish of a few kinds swim its length, drift between
3 * depths and turn about, bubbles stream up from a stone, and weed sways.
4 */
5import type { Frame, Meta } from "../types.ts";
6
7export const meta = {
8 name: "aquarium",
9 category: "creatures",
10 note: "fish swimming and turning in a tank, bubbles and weed",
11 cols: 60,
12 rows: 20,
13 fps: 15,
14} satisfies Meta;
15
16const LOOP = 48; // seconds; every period below divides it
17const FLIP: Record<string, string> = { "<": ">", ">": "<", "(": ")", ")": "(", "/": "\\", "\\": "/", "`": "'", "'": "`", "{": "}", "}": "{" };
18// Fish, facing right, with the face-on view shown while they turn, farthest
19// first: [art, face-on art, row, from column, to column, seconds there and
20// back, phase, rows it drifts up and down over the loop, drift phase].
21const FISH: [art: string[], turn: string[], row: number, from: number, to: number, period: number, phase: number, drift: number, dp: number][] = [
22 [["><>"], ["<o>"], 5.2, 6, 54, 12, 0.8, 1.5, 1],
23 [["><>"], ["<o>"], 6.6, 3, 51, 12, 0.775, 1.5, 1.1],
24 [["><>"], ["<o>"], 8, 8, 56, 12, 0.79, 1.5, 0.9],
25 [["><(((°>"], ["<(°o°)>"], 3.3, 3, 50, 24, 0.1, 1.2, 1],
26 [["><(°>"], ["(°o°)"], 15.6, 4, 40, 48, 0.55, 0.4, 3],
27 [[" /\\", " ><( °>", " \\/"], ["/^\\", "(°o°)", "\\v/"], 9.8, 10, 51, 24, 0.35, 0.9, 4],
28 [[" _.-._", "><( °)", " `-.-'"], [".-^-.", "(°o°)", "`-v-'"], 12.8, 2, 46, 16, 0.6, 0.9, 4],
29];
30// Clumps of weed, [root column, [height, lean] for each blade, phase].
31const WEEDS: [root: number, blades: [height: number, lean: number][], phase: number][] = [
32 [6, [[11, 0.6], [8, -1.6], [6, 2]], 0],
33 [13, [[6, 1.2], [4, -1.2]], 1.7],
34 [25, [[4, -1], [3, 1]], 0.9],
35 [37, [[9, 1.2], [6, -1.4], [4, 2.2]], 2.4],
36 [55, [[7, -1.2], [5, 0.8]], 0.4],
37];
38const STONE: [row: number, col: number, art: string][] = [[15, 43, " .--._"], [16, 42, "( . `)"]];
39const NOZZLE = 46; // where the bubbles leave the stone
40
41const hash = (a: number, b: number): number => {
42 let h = Math.imul(a, 0x27d4eb2d) ^ Math.imul(b, 0x165667b1);
43 h = Math.imul(h ^ (h >>> 15), 0x85ebca6b);
44 h = Math.imul(h ^ (h >>> 13), 0xc2b2ae35);
45 return ((h ^ (h >>> 16)) >>> 0) / 4294967296;
46};
47const mirror = (art: string[]): string[] => {
48 const w = Math.max(...art.map((l) => l.length));
49 return art.map((l) => [...l.padEnd(w)].reverse().map((c) => FLIP[c] || c).join(""));
50};
51
52export default function aquarium(): Frame {
53 const { cols, rows } = meta;
54 const TAU = Math.PI * 2;
55 const SURFACE = 1, FLOOR = 17;
56 const fish = FISH.map(([art, turn, row, from, to, period, phase, drift, dp]) => ({ art, back: mirror(art), turn, row, from, to, period, phase, drift, dp }));
57 // Gravel: a fine bed with coarser stones lying in it here and there.
58 const gravel = [0, 1].map((k) => Array.from({ length: cols - 2 }, (_, c) => {
59 const n = hash(c, k + 3);
60 return k ? (n < 0.14 ? "o" : n < 0.2 ? "O" : n < 0.27 ? "°" : n < 0.4 ? "." : " ") : n < 0.55 ? "." : n < 0.75 ? "," : "·";
61 }));
62
63 return (t) => {
64 const u = ((t % LOOP) + LOOP) % LOOP;
65 const g = Array.from({ length: rows }, () => new Array<string>(cols).fill(" "));
66 // Art is opaque from its first mark to its last on each line.
67 const put = (r: number, c: number, s: string) => {
68 if (r <= SURFACE || r >= rows - 1) return;
69 for (let i = Math.max(0, s.search(/\S/)); i < s.trimEnd().length; i++) if (c + i > 0 && c + i < cols - 1) g[r][c + i] = s[i];
70 };
71 // The tank: glass, rim, and the water's surface rippling under it.
72 g[0] = ["┌", ..."─".repeat(cols - 2), "┐"];
73 g[rows - 1] = ["└", ..."─".repeat(cols - 2), "┘"];
74 for (let r = 1; r < rows - 1; r++) g[r][0] = g[r][cols - 1] = "│";
75 for (let c = 1; c < cols - 1; c++) g[SURFACE][c] = Math.sin(c * 0.55 - (u * TAU) / 4) + 0.5 * Math.sin(c * 0.23 + (u * TAU) / 6) > 0.3 ? "~" : "-";
76 for (let k = 0; k < 2; k++) for (let c = 1; c < cols - 1; c++) g[FLOOR + k][c] = gravel[k][c - 1];
77
78 // Weed: blades that rise straight from the root and bend further toward
79 // the tip, the tip swinging two or three columns as the water moves.
80 const weed = ([c0, blades, ph]: (typeof WEEDS)[number]) => {
81 for (const [h, lean] of blades) {
82 let px = c0 + 0.5;
83 for (let k = 1; k <= h; k++) {
84 const f = k / h, sway = 1.4 * Math.sin((u * TAU) / 6 + ph - f * 0.7 + lean * 0.2);
85 const x = c0 + 0.5 + lean * f ** 1.5 + sway * f * f, d = x - px;
86 put(FLOOR - k, Math.floor(x), d > 0.5 ? "/" : d > 0.17 ? "(" : d < -0.5 ? "\\" : d < -0.17 ? ")" : "|");
87 px = x;
88 }
89 }
90 };
91 WEEDS.slice(0, -1).forEach(weed);
92 STONE.forEach(([r, c, s]) => put(r, c, s));
93
94 // Each fish swims there and back, easing into each turn, and drifts up
95 // and down over the loop; for a moment mid-turn it faces out of the glass.
96 for (const f of fish) {
97 const th = TAU * (u / f.period + f.phase);
98 const p = Math.asin(0.995 * Math.sin(th)) / (Math.PI / 2);
99 const x = Math.round(f.from + ((p + 1) / 2) * (f.to - f.from));
100 const y = Math.round(f.row + f.drift * Math.sin((TAU * u) / LOOP + f.dp) + 0.35 * Math.sin((TAU * u) / 6 + f.dp * 3));
101 const art = Math.abs(Math.cos(th)) < 0.09 ? f.turn : Math.cos(th) > 0 ? f.art : f.back;
102 const w = Math.max(...f.art.map((l) => l.length)), tw = Math.max(...art.map((l) => l.length));
103 art.forEach((line, i) => put(y + i - (art.length >> 1), x + ((w - tw) >> 1), line));
104 }
105
106 // Bubbles leave the stone in a stream, wobbling and swelling as they rise,
107 // and break at the surface.
108 for (let k = 0; k < 80; k++) {
109 const age = (u - k * (LOOP / 80) + LOOP) % LOOP;
110 const y = 14.6 - age * (2.6 + hash(k, 1));
111 if (y < SURFACE + 1) continue;
112 const x = NOZZLE + Math.round(0.7 * Math.sin(age * 3.5 + k) + (hash(k, 2) - 0.5));
113 const r = Math.floor(y);
114 if (g[r][x] === " ") g[r][x] = y > 11 ? "." : y > 6 ? "o" : "O";
115 }
116 weed(WEEDS[WEEDS.length - 1]); // one in front of the fish
117 return g.map((row) => row.join("")).join("\n");
118 };
119}
120