SLOPSHOPPER

ambient

Animated 8-bit wallpapers in the docked side pane: koi pond, mountains, metropolis, neon district.

newpanebandcommandtimer
v0.1.0GPL-3.0-or-laterupdated 2026-10-02shabier/claude-plugins/plugins/ambient
A shopper browsing a rack in a slop shop
Preview · a replayed session in a sandbox
claude · ~/work/app · ambient
│ ┃ Ambient ✕ › fix the failing auth test and add an audit log call │ ┃ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ │ ┃ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ⏺ Read(src/auth.ts) │ ┃ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ⎿ Read 6 lines │ ┃ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ⏺ Update(src/auth.ts) │ ┃ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ⎿ Added 2 lines, removed 1 line │ ┃ ⏺ Bash(bun test) │ ┃ ⎿ 3 pass, 1 fail │ ┃ │ ┃ ● Done. refresh now rejects expired claims and logs an audit event. │ ┃ │ ┃ ✻ Worked for 42s · done 4:20 PM │ ┃ │ ┃ › /ambient │ ┃ ⎿ ambient: Ambient: koi pond. │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ │ ┃ ────────────────────────────────────────────────────────────────────────────────────────────────────────────────────── › ? for shortcuts

Draws

Pane · Ambient
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README

ambient

Animated 8-bit wallpapers for the side pane. /ambient opens it.

KeySceneMoves
1koi pondkoi, ripples, drifting petals, caustics
2mountains at dusk4 parallax ridges, pines, clouds, the odd flock
3metropolisoffice lights, beacons, a train every 18s, river reflection
4neon districtrain, hover traffic, flickering signs, wet street

Keys work after a click on the pane or ctrl+x tab.

Commands

CommandDoes
/ambientopen or close
/ambient <scene>switch: koi, mountains, metropolis, cyberpunk
`/ambient autostart on\off`open at session start. Off by default

The last scene sticks across restarts.

Cost

12 fps while the pane is on screen. Nothing while it's hidden or behind another tab. About 28 KB a frame at 44x40 cells.

No music. A generated lofi loop got as far as $.audio.play; on macOS nothing played, and Linux and Windows terminals have no player. Cut.

Credits: CREDITS.md.

Source 7 files
hooks/register.tsx 233 lines
1// SPDX-License-Identifier: GPL-3.0-or-later
2// Copyright (C) 2026 Shabier. Claude Code exception: see NOTICE.
3
4import { atom, read, update } from 'claude-code'
5import type { EngineInterface, Register } from 'claude-code'
6
7import type { AmbientScene } from '../types'
8import { cyberpunk } from './scenes/cyberpunk'
9import { koi } from './scenes/koi'
10import { metropolis } from './scenes/metropolis'
11import { mountains } from './scenes/mountains'
12import { encodeCells, label, Pixels, type Scene } from './screen'
13
14const PANE = 'ambient'
15const TITLE = 'Ambient'
16// Dock floor. Below it the engine seats panes inline, above the prompt.
17const DOCK_COLUMNS = 110
18// ~12fps. Smooth enough for drifting water, half the arcade's blit traffic.
19const TICK_MS = 83
20const WATCH_MS = 250
21// Fallback only, before the pane reports its body height.
22const CHROME_ROWS = 6
23const LABEL_S = 2.5
24
25const SCENES: readonly (Scene & { short: string })[] = [
26  { ...koi, short: 'koi' },
27  { ...mountains, short: 'peaks' },
28  { ...metropolis, short: 'city' },
29  { ...cyberpunk, short: 'neon' },
30]
31
32const ALIASES: Readonly<Record<string, string>> = {
33  pond: 'koi',
34  peaks: 'mountains',
35  city: 'metropolis',
36  neon: 'cyberpunk',
37}
38
39const scene = atom({ plugin: 'ambient', key: 'scene' } as const, 'koi' as AmbientScene)
40
41let shown: Scene = koi
42let size = { columns: 0, rows: 0 }
43let startedAt = 0
44let switchedAt = -LABEL_S
45let isVisible = false
46let placement: 'dock' | 'inline' | undefined
47let isHiddenByWidth = false
48let viewport = { columns: 0, isFullscreen: false }
49
50const clamp = (n: number, low: number, high: number) => Math.max(low, Math.min(high, Math.floor(n)))
51
52const find = (name: string): (typeof SCENES)[number] | undefined => {
53  const wanted = name.trim().toLowerCase()
54  const id = ALIASES[wanted] ?? wanted
55
56  return SCENES.find(one => one.id === id || one.short === id)
57}
58
59const frame = (columns: number, rows: number, t: number): string => {
60  const p = new Pixels(columns, rows)
61  shown.draw(p, t)
62  const cells = p.cells()
63  if (t - switchedAt < LABEL_S) label(cells, columns, rows - 2, 2, shown.title, 0xf3e6d8)
64
65  return encodeCells(cells)
66}
67
68// Timer and press callbacks have no caller to throw to. Failures go to
69// `claude --debug`.
70function report($: EngineInterface, error: unknown) {
71  $.ui.log(`ambient: ${error instanceof Error ? error.message : String(error)}`, { to: 'debug' })
72}
73
74async function seconds($: EngineInterface): Promise<number> {
75  return ((await $.clock.now()) - startedAt) / 1000
76}
77
78async function paint($: EngineInterface) {
79  if (size.columns === 0) return
80  const cells = frame(size.columns, size.rows, await seconds($))
81  await $.ui.blit({ requestId: PANE, key: 'view', columns: size.columns, rows: size.rows, cells })
82}
83
84async function tick($: EngineInterface) {
85  if (isVisible) await paint($)
86}
87
88async function pick($: EngineInterface, next: Scene) {
89  shown = next
90  switchedAt = await seconds($)
91  await update($, scene, () => next.id)
92  await $.store.set('scene', next.id)
93  await paint($)
94}
95
96// Below DOCK_COLUMNS the engine moves the pane above the prompt instead of
97// hiding it. Close it there, reopen once the window is wide again.
98async function watch($: EngineInterface) {
99  const pane = (await $.ui.panes()).find(one => one.id === PANE)
100  isVisible = pane !== undefined && pane.isShown && pane.isPlaced
101
102  if (pane !== undefined && placement === 'inline') {
103    isHiddenByWidth = true
104    placement = undefined
105    size = { columns: 0, rows: 0 }
106    await $.ui.close({ id: PANE })
107    return
108  }
109
110  const isWide = viewport.isFullscreen && viewport.columns >= DOCK_COLUMNS
111  if (pane === undefined && isHiddenByWidth && isWide) {
112    isHiddenByWidth = false
113    await $.ui.open({ id: PANE, title: TITLE })
114  }
115}
116
117// Off by default: no pane opens by itself unless the person turned this on.
118async function autostart($: EngineInterface, value: string): Promise<string> {
119  if (value === 'on' || value === 'off') await $.store.set('autostart', value === 'on')
120  else if (value !== '') return 'Usage: /ambient autostart on|off'
121  return (await $.store.get('autostart')) === true
122    ? 'Ambient opens at session start. /ambient autostart off undoes it.'
123    : 'Ambient opens on /ambient only. /ambient autostart on opens it at session start.'
124}
125
126export const register: Register = on => {
127  on('session.start', async ($, e, next) => {
128    startedAt = await $.clock.now()
129    const stored = await $.store.get('scene')
130    shown = (typeof stored === 'string' ? find(stored) : undefined) ?? koi
131    await update($, scene, () => shown.id)
132    await $.command.register({
133      name: 'ambient',
134      description: 'Open or close the ambient pane; /ambient <scene> switches scene; /ambient autostart on|off',
135      argumentHint: '[koi|mountains|metropolis|cyberpunk|autostart]',
136    })
137    // Opt-in only. Unasked, the engine seats it from 144 columns, 110 once asked for.
138    if ((await $.store.get('autostart')) === true) void $.ui.open({ id: PANE, title: TITLE })
139    $.clock.every(TICK_MS, () => void tick($).catch(error => report($, error)))
140    $.clock.every(WATCH_MS, () => void watch($).catch(error => report($, error)))
141
142    return next(e)
143  })
144
145  on('command.run', { command: 'ambient' }, async ($, e) => {
146    const args = e.args.trim()
147    const [verb = '', value = ''] = args.split(/\s+/)
148    if (verb === 'autostart') return { text: await autostart($, value) }
149    const wanted = args === '' ? undefined : find(args)
150    if (args !== '' && wanted === undefined) {
151      return { text: `No scene called "${args}". Try: ${SCENES.map(one => one.id).join(', ')}.` }
152    }
153
154    const isOpen = (await $.ui.panes()).some(one => one.id === PANE)
155    if (isOpen && wanted === undefined) {
156      isHiddenByWidth = false
157      await $.ui.close({ id: PANE })
158      return { text: 'Ambient closed.' }
159    }
160    if (!e.presentation.isFullscreen) {
161      return { text: 'Ambient needs the fullscreen layout, where panes dock beside the transcript.' }
162    }
163    if (e.presentation.columns < DOCK_COLUMNS) {
164      return { text: `Ambient needs a window of ${DOCK_COLUMNS} columns or more. This one has ${e.presentation.columns}.` }
165    }
166
167    isHiddenByWidth = false
168    await $.ui.open({ id: PANE, title: TITLE })
169    if (wanted !== undefined) await pick($, wanted)
170
171    return { text: `Ambient: ${shown.title}.` }
172  })
173
174  on('ui.close', ($, e, next) => {
175    // Closed by hand: stays closed until /ambient.
176    if (e.id === PANE && e.origin.kind === 'person') isHiddenByWidth = false
177
178    return next(e)
179  })
180
181  // Width probe. The band re-renders on every resize, even with the pane
182  // closed. Returns the engine's band untouched.
183  on('ui.render', { component: 'AbovePrompt' }, ($, e, next) => {
184    if (e.surface === 'terminal' && e.viewport !== undefined) {
185      viewport = { columns: e.viewport.columns, isFullscreen: e.viewport.isFullscreen === true }
186    }
187
188    return next(e)
189  })
190
191  on('ui.render', { component: 'Pane', requestId: PANE }, async ($, e) => {
192    if (e.surface !== 'terminal') {
193      const { Text } = $.ui.resolve(e)
194      return <Text dimColor>Ambient draws in the terminal.</Text>
195    }
196
197    const { Box, Button, Raster, Text } = $.ui.resolve(e)
198    placement = e.props.placement
199    if (e.viewport !== undefined) {
200      viewport = { columns: e.viewport.columns, isFullscreen: e.viewport.isFullscreen === true }
201    }
202    if (e.props.placement === 'inline') {
203      return <Text dimColor>Ambient hides: the window is too narrow for the dock.</Text>
204    }
205
206    const columns = clamp(e.props.bodyColumns, 1, 512)
207    // The pane reports its body height; the button row under the Raster takes one.
208    const body = e.props.scroll.bodyRows > 0 ? e.props.scroll.bodyRows : (e.viewport?.rows ?? 30) - CHROME_ROWS
209    const rows = clamp(body - 1, 8, 256)
210    size = { columns, rows }
211    // Subscribes this render to the pick: a switch relabels the buttons.
212    const current = await read($, scene)
213
214    return (
215      <Box flexDirection="column">
216        <Raster key="view" columns={columns} rows={rows} cells={frame(columns, rows, await seconds($))} />
217        <Box flexDirection="row" flexWrap="wrap" columnGap={2}>
218          {SCENES.map((one, i) => (
219            <Button
220              key={`scene-${one.id}`}
221              hotkey={`${i + 1}`}
222              label={one.short}
223              plain
224              dimColor={one.id !== current}
225              onPress={() => void pick($, one).catch(error => report($, error))}
226            />
227          ))}
228        </Box>
229      </Box>
230    )
231  })
232}
233
hooks/scenes/cyberpunk.ts 140 lines
1// SPDX-License-Identifier: GPL-3.0-or-later
2// Copyright (C) 2026 Shabier. Claude Code exception: see NOTICE.
3
4import { hash, hash2, mix, Pixels, ramp, type Scene } from '../screen'
5
6const SKY = [0x05030c, 0x10081f, 0x240c38, 0x45114f, 0x6a1a5a] as const
7const TOWER = 0x120c22
8const RIM = 0x2e2150
9const SUN_TOP = 0xffd166
10const SUN_LOW = 0xff3cac
11const CYAN = 0x2de2e6
12const PINK = 0xff3cac
13const YELLOW = 0xf9c80e
14const HAZE = 0x5a1d6b
15const RAIN = 0x6f7fb8
16const STREET = 0x07050d
17const NEONS = [CYAN, PINK, YELLOW] as const
18
19type Tower = { x: number; w: number; top: number; seed: number; neon: number }
20
21const towers = (p: Pixels, ground: number): Tower[] => {
22  const out: Tower[] = []
23  let x = -1
24  let i = 0
25  while (x < p.w + 1) {
26    const w = 5 + Math.floor(hash(i * 5 + 1) * 8)
27    const top = ground - p.h * (0.45 + hash(i * 5 + 2) * 0.45)
28    out.push({ x, w, top, seed: i, neon: NEONS[Math.floor(hash(i * 5 + 3) * NEONS.length)] ?? CYAN })
29    x += w + 1 + Math.floor(hash(i * 5 + 4) * 3)
30    i += 1
31  }
32
33  return out
34}
35
36// A vertical sign: neon cells with dark gaps, so it reads as glyphs.
37const sign = (p: Pixels, x: number, y: number, w: number, h: number, color: number, seed: number, t: number) => {
38  // Flicker: about 3% of 125ms slots go dim.
39  const isDim = hash(seed * 31 + Math.floor(t * 8)) < 0.03
40  const lit = isDim ? mix(color, TOWER, 0.7) : color
41  for (let dy = 0; dy < h; dy++) {
42    for (let dx = 0; dx < w; dx++) {
43      const isGap = hash2(dx + seed * 17, Math.floor(dy / 3) * 5 + (dy % 3)) < 0.3 && dx > 0 && dx < w - 1
44      p.dot(x + dx, y + dy, isGap ? TOWER : lit)
45    }
46  }
47}
48
49export const cyberpunk: Scene = {
50  id: 'cyberpunk',
51  title: 'neon district',
52  draw: (p, t) => {
53    const ground = Math.round(p.h * 0.84)
54
55    for (let y = 0; y < ground; y++) {
56      for (let x = 0; x < p.w; x++) p.px[y * p.w + x] = ramp(SKY, y / ground, x, y)
57    }
58
59    // Synthwave sun: yellow to pink, sliced by gaps that widen towards the bottom.
60    const sunX = p.w * 0.5
61    const sunY = p.h * 0.36
62    const sunR = Math.max(4, p.w * 0.3)
63    for (let y = Math.floor(sunY - sunR); y <= sunY + sunR; y++) {
64      const k = (y - (sunY - sunR)) / (2 * sunR)
65      const gap = k > 0.5 && (y - Math.floor(sunY)) % 4 < 1 + (k - 0.5) * 6
66      if (gap) continue
67      for (let x = Math.floor(sunX - sunR); x <= sunX + sunR; x++) {
68        const dx = x + 0.5 - sunX
69        const dy = y + 0.5 - sunY
70        if (dx * dx + dy * dy <= sunR * sunR) p.dot(x, y, mix(SUN_TOP, SUN_LOW, k))
71      }
72    }
73
74    for (const tower of towers(p, ground)) {
75      // Towers in front of the sun stop below its middle, so it rises over them.
76      const isCentral = Math.abs(tower.x + tower.w / 2 - sunX) < sunR
77      const top = isCentral ? Math.max(tower.top, sunY + sunR * 0.25) : tower.top
78      p.fill(tower.x, tower.x + tower.w, top, ground, TOWER)
79      p.fill(tower.x, tower.x + 1, top, ground, RIM)
80      // Neon strip down one side.
81      const strip = hash(tower.seed * 7) < 0.5 ? tower.x + 1 : tower.x + tower.w - 1
82      p.fill(strip, strip + 1, top + 2, ground, mix(tower.neon, TOWER, 0.35))
83      for (let y = Math.ceil(top) + 2; y < ground; y += 3) {
84        for (let x = tower.x + 2; x < tower.x + tower.w - 2; x += 2) {
85          if (hash2(x + tower.seed * 41, y) < 0.2) p.dot(x, y, hash2(x, y) < 0.5 ? mix(CYAN, TOWER, 0.4) : mix(PINK, TOWER, 0.4))
86        }
87      }
88      if (tower.w >= 7 && hash(tower.seed * 13) < 0.7) {
89        const signY = top + 3 + hash(tower.seed * 11) * (ground - top) * 0.4
90        sign(p, tower.x + 2, signY, 3, Math.max(5, Math.round(p.h * 0.1)), tower.neon, tower.seed, t)
91      }
92    }
93
94    // Haze bands drifting across mid-height.
95    for (let band = 0; band < 2; band++) {
96      const cy = p.h * (0.45 + band * 0.18) + Math.sin(t * 0.2 + band) * 2
97      for (let y = Math.floor(cy - 2); y <= cy + 2; y++) {
98        for (let x = 0; x < p.w; x++) {
99          // Blend, not dither: dithered haze reads as dotted lines.
100          const k = (1 - Math.abs(y - cy) / 3) * 0.3
101          if (y >= 0 && y < ground) p.dot(x, y, mix(p.get(x, y), HAZE, k))
102        }
103      }
104    }
105
106    // Hover traffic in three lanes, both ways.
107    for (let lane = 0; lane < 3; lane++) {
108      const y = Math.round(p.h * (0.28 + lane * 0.14))
109      const dir = lane % 2 === 0 ? 1 : -1
110      for (let car = 0; car < 2; car++) {
111        const speed = 6 + hash(lane * 7 + car) * 8
112        const span = p.w + 10
113        const x = (((hash(lane * 3 + car * 11) * span + dir * t * speed) % span) + span) % span - 5
114        p.fill(x - 1, x + 2, y, y + 1, 0x1a1428)
115        p.dot(dir > 0 ? x + 2 : x - 2, y, CYAN)
116        p.dot(dir > 0 ? x - 2 : x + 2, y, PINK)
117      }
118    }
119
120    // Wet street mirrors the neon.
121    for (let y = ground; y < p.h; y++) {
122      const mirror = ground - (y - ground) - 1
123      const shift = Math.round(Math.sin(y * 1.7 + t * 3) * 1.5)
124      for (let x = 0; x < p.w; x++) {
125        p.px[y * p.w + x] = mix(p.get(x + shift, mirror), STREET, 0.5)
126      }
127    }
128
129    // Rain, slanted, over everything.
130    const drops = Math.round((p.w * p.h) / 45)
131    for (let i = 0; i < drops; i++) {
132      const fall = p.h + 12
133      const y = (hash(i * 3 + 1) * fall + t * (38 + hash(i) * 14)) % fall - 6
134      const x = (((hash(i * 3 + 2) * p.w - y * 0.25) % p.w) + p.w) % p.w
135      p.dot(x, y, mix(RAIN, p.get(x, y), 0.35))
136      p.dot(x + 0.25, y - 1, mix(RAIN, p.get(x, y - 1), 0.65))
137    }
138  },
139}
140
hooks/scenes/koi.ts 171 lines
1// SPDX-License-Identifier: GPL-3.0-or-later
2// Copyright (C) 2026 Shabier. Claude Code exception: see NOTICE.
3
4import { hash, mix, noise1, Pixels, ramp, shade, type Scene } from '../screen'
5
6const WATER = [0x082228, 0x0c3139, 0x113f47, 0x185159, 0x22646a] as const
7const PAD = 0x3d8a47
8const PAD_LIGHT = 0x5daf57
9const PAD_DARK = 0x29613a
10const PETAL = 0xf3a6c4
11const CORE = 0xffe08a
12const RIPPLE = 0x5f9ea0
13
14// White, red, black, gold: kohaku, showa, ogon, tancho.
15const VARIETIES = [
16  { base: 0xf2ece4, patch: 0xe5532a, patchAt: 0.45, head: -1 },
17  { base: 0x1e1d20, patch: 0xe5532a, patchAt: 0.5, head: -1 },
18  { base: 0xf0b13a, patch: 0xffd679, patchAt: 0.6, head: -1 },
19  { base: 0xf2ece4, patch: 0xf2ece4, patchAt: 2, head: 0xe23b2b },
20] as const
21
22type Fish = { seed: number; ax: number; ay: number; wx: number; wy: number; px: number; py: number; size: number }
23
24const school = (w: number, h: number): Fish[] => {
25  const count = Math.max(3, Math.min(9, Math.round((w * h) / 700)))
26  return Array.from({ length: count }, (_, i) => ({
27    seed: i * 31 + 7,
28    ax: 0.3 + hash(i * 3 + 1) * 0.12,
29    ay: 0.32 + hash(i * 3 + 2) * 0.1,
30    wx: (0.09 + hash(i * 5 + 3) * 0.08) * (hash(i + 99) < 0.5 ? -1 : 1),
31    wy: 0.07 + hash(i * 5 + 4) * 0.07,
32    px: hash(i * 7 + 5) * Math.PI * 2,
33    py: hash(i * 7 + 6) * Math.PI * 2,
34    size: Math.max(1.1, w / 34) * (0.8 + hash(i * 11 + 8) * 0.45),
35  }))
36}
37
38const at = (f: Fish, t: number, w: number, h: number) => ({
39  x: w * (0.5 + f.ax * Math.sin(f.wx * t + f.px) + 0.06 * Math.sin(2.3 * f.wx * t + f.py)),
40  y: h * (0.5 + f.ay * Math.sin(f.wy * t + f.py) + 0.05 * Math.sin(1.7 * f.wy * t + f.px)),
41})
42
43// Spine by arc length, walking back in time. Sampling by time instead bunches
44// the body up wherever the path slows near a turn.
45const spine = (f: Fish, t: number, w: number, h: number): { x: number; y: number }[] => {
46  const count = Math.round(f.size * 6)
47  const gap = Math.max(0.7, f.size * 0.75)
48  const points = [at(f, t, w, h)]
49  let back = t
50  for (let i = 1; i < count; i++) {
51    const last = points[points.length - 1]!
52    for (let tries = 0; tries < 400; tries++) {
53      back -= 0.04
54      const p = at(f, back, w, h)
55      if (Math.hypot(p.x - last.x, p.y - last.y) >= gap) {
56        points.push(p)
57        break
58      }
59    }
60  }
61
62  return points
63}
64
65const drawFish = (p: Pixels, f: Fish, t: number) => {
66  const body = spine(f, t, p.w, p.h)
67  const kind = VARIETIES[Math.floor(hash(f.seed) * VARIETIES.length)] ?? VARIETIES[0]
68  const n = body.length
69  const radius = (i: number) => f.size * (i < 2 ? 0.75 + i * 0.15 : Math.max(0.3, 1.05 - ((i - 2) / (n - 2)) * 0.8))
70
71  // Shadow on the pond floor first, offset down-right.
72  body.forEach((q, i) => p.disc(q.x + 1.2, q.y + 1.6, radius(i), WATER[0]))
73
74  const tail = body[n - 1]
75  const before = body[Math.max(0, n - 3)]
76  if (tail !== undefined && before !== undefined) {
77    const dx = tail.x - before.x
78    const dy = tail.y - before.y
79    const len = Math.hypot(dx, dy) || 1
80    const wag = Math.sin(t * 5 + f.seed) * f.size * 0.9
81    const fin = mix(kind.base, WATER[2], 0.35)
82    for (const side of [-1, 1]) {
83      p.disc(tail.x + (dx / len) * f.size * 1.2 + (-dy / len) * (side * f.size * 0.7 + wag), tail.y + (dy / len) * f.size * 1.2 + (dx / len) * (side * f.size * 0.7 + wag), f.size * 0.45, fin)
84    }
85  }
86
87  for (let i = n - 1; i >= 0; i--) {
88    const q = body[i]!
89    const isPatch = noise1(i * 0.45 + f.seed, f.seed) > kind.patchAt
90    const color = i <= 1 && kind.head >= 0 ? kind.head : isPatch ? kind.patch : kind.base
91    p.disc(q.x, q.y, radius(i), color)
92  }
93}
94
95const drawPads = (p: Pixels, t: number) => {
96  const count = Math.max(2, Math.round((p.w * p.h) / 900))
97  for (let i = 0; i < count; i++) {
98    const r = Math.max(2, (p.w / 14) * (0.6 + hash(i * 13 + 1) * 0.6))
99    const cx = hash(i * 13 + 2) * p.w + Math.sin(t * 0.08 + i) * 0.6
100    const cy = hash(i * 13 + 3) * p.h + Math.cos(t * 0.06 + i) * 0.6
101    const notch = hash(i * 13 + 4) * Math.PI * 2
102    for (let y = Math.floor(cy - r); y <= Math.ceil(cy + r); y++) {
103      for (let x = Math.floor(cx - r); x <= Math.ceil(cx + r); x++) {
104        const dx = x + 0.5 - cx
105        const dy = y + 0.5 - cy
106        const d = Math.hypot(dx, dy)
107        if (d > r) continue
108        const angle = Math.atan2(dy, dx)
109        const off = Math.abs(((angle - notch + Math.PI * 3) % (Math.PI * 2)) - Math.PI)
110        if (off < 0.35 && d > r * 0.15) continue
111        const color = d > r - 1 ? PAD_DARK : dx + dy < -r * 0.4 ? PAD_LIGHT : PAD
112        p.dot(x, y, color)
113      }
114    }
115    if (hash(i * 13 + 5) < 0.35) {
116      p.disc(cx - r * 0.2, cy - r * 0.2, Math.max(1, r * 0.35), PETAL)
117      p.dot(cx - r * 0.2, cy - r * 0.2, CORE)
118    }
119  }
120}
121
122// A ring every 4s from a seeded spot, 2.5s to fade.
123const drawRipples = (p: Pixels, t: number) => {
124  for (let k = Math.floor(t / 4) - 1; k <= Math.floor(t / 4); k++) {
125    const age = t - (k * 4 + hash(k * 3 + 1) * 1.5)
126    if (age < 0 || age > 2.5) continue
127    const cx = hash(k * 3 + 2) * p.w
128    const cy = hash(k * 3 + 3) * p.h
129    const r = 0.5 + age * (p.w / 18)
130    for (let a = 0; a < Math.PI * 2; a += 0.6 / Math.max(1, r)) {
131      const x = cx + Math.cos(a) * r
132      const y = cy + Math.sin(a) * r
133      p.dot(x, y, mix(RIPPLE, p.get(x, y), age / 2.5))
134    }
135  }
136}
137
138const drawPetals = (p: Pixels, t: number) => {
139  for (let i = 0; i < 7; i++) {
140    const x = (hash(i * 5 + 40) * p.w + t * (0.6 + hash(i) * 0.6)) % p.w
141    const y = (hash(i * 5 + 41) * p.h + Math.sin(t * 0.4 + i) * 2 + p.h) % p.h
142    p.dot(x, y, PETAL)
143  }
144}
145
146export const koi: Scene = {
147  id: 'koi',
148  title: 'koi pond',
149  draw: (p, t) => {
150    for (let y = 0; y < p.h; y++) {
151      for (let x = 0; x < p.w; x++) {
152        const v = Math.sin(x * 0.31 + t * 0.6) + Math.sin(y * 0.27 - t * 0.45) + Math.sin((x - y) * 0.17 + t * 0.25)
153        const k = ((v + 3) / 6) ** 2.2
154        p.px[y * p.w + x] = ramp(WATER, k, x, y)
155      }
156    }
157    for (const f of school(p.w, p.h)) drawFish(p, f, t)
158    drawRipples(p, t)
159    drawPads(p, t)
160    drawPetals(p, t)
161    // Vignette: corners a shade deeper, so the pond reads as a pond.
162    for (let y = 0; y < p.h; y++) {
163      for (let x = 0; x < p.w; x++) {
164        const dx = (x / p.w - 0.5) * 2
165        const dy = (y / p.h - 0.5) * 2
166        if (dx * dx + dy * dy > 1.25) p.px[y * p.w + x] = shade(p.px[y * p.w + x] ?? 0, 0.8)
167      }
168    }
169  },
170}
171
hooks/scenes/metropolis.ts 105 lines
1// SPDX-License-Identifier: GPL-3.0-or-later
2// Copyright (C) 2026 Shabier. Claude Code exception: see NOTICE.
3
4import { hash, hash2, mix, Pixels, ramp, type Scene } from '../screen'
5
6const SKY = [0x060918, 0x0b1230, 0x16214a, 0x26336a] as const
7const STAR = 0xb8c4e8
8const MOON = 0xe8e4d2
9const CRATER = 0xc4bfa8
10const FAR = 0x1b2242
11const FAR_WINDOW = 0x56689a
12const MID = 0x0f1428
13const WARM = 0xffd27a
14const COOL = 0xbfe3ff
15const BEACON = 0xff4040
16const TRACK = 0x2a3048
17const TRAIN = 0x3a4566
18const TRAIN_WINDOW = 0xfff0b8
19const WATER = 0x050814
20
21type Tower = { x: number; w: number; top: number; seed: number }
22
23// Seeded by pane width: the same pane draws the same city every frame.
24const skyline = (p: Pixels, layer: number, ground: number, low: number, high: number, minW: number, maxW: number): Tower[] => {
25  const towers: Tower[] = []
26  let x = -2
27  let i = 0
28  while (x < p.w + 2) {
29    const seed = layer * 1000 + i
30    const w = minW + Math.floor(hash(seed * 3 + 1) * (maxW - minW + 1))
31    const tall = p.h * (low + hash(seed * 3 + 2) * (high - low))
32    towers.push({ x, w, top: ground - tall, seed })
33    x += w + (hash(seed * 3 + 3) < 0.3 ? 1 : 0)
34    i += 1
35  }
36
37  return towers
38}
39
40export const metropolis: Scene = {
41  id: 'metropolis',
42  title: 'metropolis',
43  draw: (p, t) => {
44    const ground = Math.round(p.h * 0.8)
45
46    for (let y = 0; y < ground; y++) {
47      for (let x = 0; x < p.w; x++) {
48        const twinkle = hash2(x + Math.floor(t * 0.7) * 3, y) < 0.8
49        p.px[y * p.w + x] = y < p.h * 0.45 && hash2(x, y) < 0.01 && twinkle ? STAR : ramp(SKY, y / ground, x, y)
50      }
51    }
52
53    const moonR = Math.max(2, p.w * 0.07)
54    const moonX = p.w * 0.22
55    const moonY = p.h * 0.16
56    p.disc(moonX, moonY, moonR, MOON)
57    p.dot(moonX - moonR * 0.3, moonY - moonR * 0.2, CRATER)
58    p.dot(moonX + moonR * 0.35, moonY + moonR * 0.3, CRATER)
59
60    for (const tower of skyline(p, 1, ground, 0.25, 0.55, 3, 7)) {
61      p.fill(tower.x, tower.x + tower.w, tower.top, ground, FAR)
62      for (let y = Math.ceil(tower.top) + 1; y < ground - 1; y += 2) {
63        for (let x = tower.x + 1; x < tower.x + tower.w - 1; x += 2) {
64          if (hash2(x * 7 + tower.seed, y) < 0.18) p.dot(x, y, FAR_WINDOW)
65        }
66      }
67      // Beacons on the tallest towers, blinking out of phase.
68      if (ground - tower.top > p.h * 0.45) {
69        p.fill(tower.x + tower.w / 2, tower.x + tower.w / 2 + 1, tower.top - 3, tower.top, FAR)
70        if (Math.floor(t * 1.2 + hash(tower.seed) * 2) % 2 === 0) p.dot(tower.x + tower.w / 2, tower.top - 3, BEACON)
71      }
72    }
73
74    for (const tower of skyline(p, 2, ground, 0.12, 0.38, 4, 9)) {
75      p.fill(tower.x, tower.x + tower.w, tower.top, ground, MID)
76      for (let y = Math.ceil(tower.top) + 1; y < ground - 1; y += 2) {
77        for (let x = tower.x + 1; x < tower.x + tower.w - 1; x += 2) {
78          // Offices switch on and off in their own rhythm, about every 9s.
79          const epoch = Math.floor(t / 9 + hash2(x, y))
80          if (hash2(x * 13 + tower.seed + epoch * 7, y) < 0.32) p.dot(x, y, hash2(x, y + 1) < 0.7 ? WARM : COOL)
81        }
82      }
83    }
84
85    // Elevated line: a three-car train every 18s.
86    const trackY = Math.round(p.h * 0.75)
87    p.fill(0, p.w, trackY, trackY + 1, TRACK)
88    const length = Math.max(12, p.w * 0.6)
89    const trainX = ((t % 18) / 18) * (p.w + length * 1.5) - length
90    p.fill(trainX, trainX + length, trackY - 2, trackY, TRAIN)
91    for (let x = Math.ceil(trainX) + 1; x < trainX + length - 1; x += 2) {
92      if (x % 9 !== 0) p.dot(x, trackY - 2, TRAIN_WINDOW)
93    }
94
95    // The river mirrors the city, broken up by ripples.
96    for (let y = ground; y < p.h; y++) {
97      const mirror = ground - (y - ground) - 1
98      const shift = Math.round(Math.sin(y * 1.3 + t * 2.2) * 1.2)
99      for (let x = 0; x < p.w; x++) {
100        p.px[y * p.w + x] = mix(p.get(x + shift, mirror), WATER, 0.45 + (y - ground) / (p.h - ground) * 0.3)
101      }
102    }
103  },
104}
105
hooks/scenes/mountains.ts 105 lines
1// SPDX-License-Identifier: GPL-3.0-or-later
2// Copyright (C) 2026 Shabier. Claude Code exception: see NOTICE.
3
4import { clamp01, dither, fbm1, hash, hash2, mix, Pixels, ramp, type Scene } from '../screen'
5
6const SKY = [0x14122b, 0x2b2350, 0x5a3a6b, 0xb35a5f, 0xf08a5d, 0xf5c27a] as const
7const SUN = 0xffd896
8const SUN_EDGE = 0xffb36b
9const STAR = 0xc9c3e6
10const CLOUD = 0xe89a78
11const MIST = 0x9a7aa8
12const SNOW = 0xe6dcf0
13const BIRD = 0x241a33
14const PINE = 0x120e22
15
16// Far to near. Parallax: nearer ridges scroll faster.
17// Scales are tuned for a narrow pane: wide-pane scales flatten into a band.
18const RIDGES = [
19  { base: 0.62, amp: 0.3, scale: 0.09, speed: 0.5, color: 0x6e5c92, fog: 0.3, seed: 11 },
20  { base: 0.7, amp: 0.2, scale: 0.12, speed: 1.2, color: 0x4b3e6e, fog: 0.22, seed: 23 },
21  { base: 0.8, amp: 0.14, scale: 0.16, speed: 2.6, color: 0x2e2649, fog: 0.12, seed: 37 },
22  { base: 0.9, amp: 0.09, scale: 0.22, speed: 5.5, color: 0x1a1530, fog: 0, seed: 51 },
23] as const
24
25// fbm sits around 0.3-0.7. Stretched to 0-1, or every ridge comes out flat.
26const heightAt = (r: (typeof RIDGES)[number], x: number, t: number): number =>
27  clamp01((fbm1((x + t * r.speed) * r.scale, r.seed) - 0.3) / 0.45)
28
29const ridgeTop = (p: Pixels, r: (typeof RIDGES)[number], x: number, t: number): number =>
30  p.h * r.base - p.h * r.amp * heightAt(r, x, t)
31
32export const mountains: Scene = {
33  id: 'mountains',
34  title: 'mountains at dusk',
35  draw: (p, t) => {
36    const horizon = p.h * 0.6
37    for (let y = 0; y < p.h; y++) {
38      for (let x = 0; x < p.w; x++) {
39        let c = ramp(SKY, y / horizon, x, y)
40        if (y < p.h * 0.35 && hash2(x, y) < 0.012 && hash2(x + Math.floor(t * 1.5), y) < 0.85) c = STAR
41        p.px[y * p.w + x] = c
42      }
43    }
44
45    const sunX = p.w * 0.68
46    const sunY = p.h * 0.4
47    const sunR = Math.max(3, p.w * 0.12)
48    p.disc(sunX, sunY, sunR + 1.5, mix(SKY[4], SUN_EDGE, 0.5))
49    p.disc(sunX, sunY, sunR, SUN)
50
51    // Thin clouds, drifting.
52    for (let i = 0; i < 4; i++) {
53      const len = p.w * (0.25 + hash(i * 3) * 0.3)
54      const y = p.h * (0.12 + hash(i * 3 + 1) * 0.3)
55      const x0 = ((hash(i * 3 + 2) * (p.w + len) + t * (0.8 + i * 0.3)) % (p.w + len)) - len
56      for (let x = Math.floor(x0); x < x0 + len; x++) {
57        const edge = Math.min(x - x0, x0 + len - x) / (len * 0.3)
58        p.dot(x, y, dither(p.get(x, y), CLOUD, clamp01(edge), x, Math.floor(y)))
59      }
60    }
61
62    // Birds: a flock of three every 14s, right to left.
63    const flight = (t % 14) / 9
64    if (flight < 1) {
65      const by = p.h * (0.22 + hash(Math.floor(t / 14)) * 0.12)
66      for (let b = 0; b < 3; b++) {
67        const bx = p.w * (1.1 - flight * 1.3) + b * 3
68        const flap = Math.floor(t * 4 + b) % 2
69        p.dot(bx - 1, by + b - flap, BIRD)
70        p.dot(bx, by + b, BIRD)
71        p.dot(bx + 1, by + b - flap, BIRD)
72      }
73    }
74
75    for (const r of RIDGES) {
76      for (let x = 0; x < p.w; x++) {
77        const v = heightAt(r, x, t)
78        const top = p.h * r.base - p.h * r.amp * v
79        const snow = r === RIDGES[0] ? Math.max(0, v - 0.55) * p.h * r.amp * 0.6 : 0
80        for (let y = Math.max(0, Math.floor(top)); y < p.h; y++) {
81          const depth = clamp01((y - top) / (p.h * 0.35))
82          // The first row sits above `top`, so y - top < 0 there: test snow > 0 first.
83          p.px[y * p.w + x] = snow > 0 && y - top < snow ? SNOW : dither(r.color, MIST, depth * r.fog, x, y)
84        }
85      }
86    }
87
88    // Pines on the nearest ridge, scrolling with it.
89    const near = RIDGES[3]
90    const spacing = Math.max(3, Math.round(p.w / 14))
91    const offset = (t * near.speed) % spacing
92    for (let i = -1; i <= p.w / spacing + 1; i++) {
93      const x = i * spacing - offset
94      const world = Math.round((x + t * near.speed) / spacing)
95      if (hash(world * 17) < 0.35) continue
96      const tall = 3 + Math.round(hash(world * 19) * p.h * 0.08)
97      const base = ridgeTop(p, near, x, t) + 1
98      for (let dy = 0; dy < tall; dy++) {
99        const half = (dy / tall) * Math.max(1, tall * 0.35)
100        p.fill(x - half, x + half + 1, base - tall + dy, base - tall + dy + 1, PINE)
101      }
102    }
103  },
104}
105
hooks/screen.ts 182 lines
1// SPDX-License-Identifier: GPL-3.0-or-later
2// Copyright (C) 2026 Shabier. Claude Code exception: see NOTICE.
3
4// Fork of plugins/arcade/hooks/screen.ts. Plugins install one by one, so
5// nothing is shared across plugin folders. No score bar here: full bleed.
6
7const UPPER_HALF = 0x2580
8
9export const clamp01 = (n: number): number => Math.max(0, Math.min(1, n))
10export const frac = (n: number): number => n - Math.floor(n)
11
12export const mix = (a: number, b: number, t: number): number => {
13  const k = clamp01(t)
14  const channel = (shift: number) => {
15    const x = (a >> shift) & 0xff
16    const y = (b >> shift) & 0xff
17
18    return Math.round(x + (y - x) * k) << shift
19  }
20
21  return channel(16) | channel(8) | channel(0)
22}
23
24export const shade = (c: number, f: number): number => mix(0, c, f)
25
26// MurmurHash3 fmix32 (Austin Appleby, public domain).
27export const hash = (n: number): number => {
28  let t = Math.imul(n ^ 0x9e3779b9, 0x85ebca6b)
29  t ^= t >>> 13
30  t = Math.imul(t, 0xc2b2ae35)
31  t ^= t >>> 16
32
33  return (t >>> 0) / 4294967296
34}
35
36export const hash2 = (x: number, y: number): number => hash(Math.imul(x | 0, 73856093) ^ Math.imul(y | 0, 19349663))
37
38// Value noise, smoothstep between integer lattice points.
39export const noise1 = (x: number, seed: number): number => {
40  const i = Math.floor(x)
41  const f = x - i
42  const a = hash(i * 7919 + seed)
43  const b = hash((i + 1) * 7919 + seed)
44
45  return a + (b - a) * f * f * (3 - 2 * f)
46}
47
48export const fbm1 = (x: number, seed: number, octaves = 4): number => {
49  let sum = 0
50  let amp = 0.5
51  let norm = 0
52  for (let o = 0; o < octaves; o++) {
53    sum += noise1(x * 2 ** o, seed + o * 101) * amp
54    norm += amp
55    amp *= 0.5
56  }
57
58  return sum / norm
59}
60
61const BAYER = [0, 8, 2, 10, 12, 4, 14, 6, 3, 11, 1, 9, 15, 7, 13, 5].map(v => (v + 0.5) / 16)
62
63// Ordered 4x4 dither between two colours: the 8-bit look for gradients and fog.
64export const dither = (a: number, b: number, t: number, x: number, y: number): number =>
65  t > (BAYER[(y & 3) * 4 + (x & 3)] ?? 0.5) ? b : a
66
67// Dithered ramp over palette stops, t in [0, 1].
68export const ramp = (stops: readonly number[], t: number, x: number, y: number): number => {
69  const at = clamp01(t) * (stops.length - 1)
70  const i = Math.min(stops.length - 2, Math.floor(at))
71
72  return dither(stops[i] ?? 0, stops[i + 1] ?? 0, at - i, x, y)
73}
74
75export class Pixels {
76  readonly w: number
77  readonly h: number
78  readonly px: Uint32Array
79
80  constructor(
81    readonly columns: number,
82    readonly rows: number,
83  ) {
84    this.w = columns
85    this.h = rows * 2
86    this.px = new Uint32Array(this.w * this.h)
87  }
88
89  get(x: number, y: number): number {
90    const px = Math.max(0, Math.min(this.w - 1, Math.floor(x)))
91    const py = Math.max(0, Math.min(this.h - 1, Math.floor(y)))
92
93    return this.px[py * this.w + px] ?? 0
94  }
95
96  dot(x: number, y: number, color: number): void {
97    const px = Math.floor(x)
98    const py = Math.floor(y)
99    if (px < 0 || px >= this.w || py < 0 || py >= this.h) return
100    this.px[py * this.w + px] = color
101  }
102
103  // Min 1px each way. Far objects shrink below a pixel and would vanish.
104  fill(x0: number, x1: number, y0: number, y1: number, color: number): void {
105    const left = Math.max(0, Math.round(x0))
106    const right = Math.min(this.w, Math.max(left + 1, Math.round(x1)))
107    const top = Math.max(0, Math.round(y0))
108    const bottom = Math.min(this.h, Math.max(top + 1, Math.round(y1)))
109    for (let y = top; y < bottom; y++) this.px.fill(color, y * this.w + left, y * this.w + right)
110  }
111
112  disc(cx: number, cy: number, r: number, color: number): void {
113    const rr = Math.max(0.5, r)
114    for (let y = Math.floor(cy - rr); y <= Math.ceil(cy + rr); y++) {
115      for (let x = Math.floor(cx - rr); x <= Math.ceil(cx + rr); x++) {
116        const dx = x + 0.5 - cx
117        const dy = y + 0.5 - cy
118        if (dx * dx + dy * dy <= rr * rr) this.dot(x, y, color)
119      }
120    }
121  }
122
123  cells(): Uint32Array {
124    const out = new Uint32Array(this.columns * this.rows * 3)
125    for (let r = 0; r < this.rows; r++) {
126      for (let x = 0; x < this.columns; x++) {
127        const at = (r * this.columns + x) * 3
128        out[at] = UPPER_HALF
129        out[at + 1] = this.px[2 * r * this.w + x] ?? 0
130        out[at + 2] = this.px[(2 * r + 1) * this.w + x] ?? 0
131      }
132    }
133
134    return out
135  }
136}
137
138// ASCII only. Raster refuses anything not width 1. Background comes from the
139// cell's lower pixel so the label sits on the scene, not on a box.
140export const label = (cells: Uint32Array, columns: number, row: number, col: number, text: string, fg: number): void => {
141  for (let i = 0; i < text.length; i++) {
142    const x = col + i
143    const at = (row * columns + x) * 3
144    if (x < 0 || x >= columns || at + 2 >= cells.length) continue
145    cells[at] = text.charCodeAt(i)
146    cells[at + 1] = fg
147  }
148}
149
150const B64 = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'
151
152// Native toBase64 in the mod sandbox (2.1.287). Manual path is for Node 20
153// previews.
154export const base64 = (bytes: Uint8Array): string => {
155  const native = (bytes as unknown as { toBase64?: () => string }).toBase64
156  if (typeof native === 'function') return native.call(bytes)
157
158  const out: string[] = []
159  let i = 0
160  for (; i + 2 < bytes.length; i += 3) {
161    const n = ((bytes[i] ?? 0) << 16) | ((bytes[i + 1] ?? 0) << 8) | (bytes[i + 2] ?? 0)
162    out.push(B64.charAt((n >> 18) & 63), B64.charAt((n >> 12) & 63), B64.charAt((n >> 6) & 63), B64.charAt(n & 63))
163  }
164  const rest = bytes.length - i
165  if (rest > 0) {
166    const n = ((bytes[i] ?? 0) << 16) | (rest > 1 ? (bytes[i + 1] ?? 0) << 8 : 0)
167    out.push(B64.charAt((n >> 18) & 63), B64.charAt((n >> 12) & 63), rest > 1 ? B64.charAt((n >> 6) & 63) : '=', '=')
168  }
169
170  return out.join('')
171}
172
173export const encodeCells = (cells: Uint32Array): string =>
174  base64(new Uint8Array(cells.buffer, cells.byteOffset, cells.byteLength))
175
176export type Scene = {
177  id: string
178  title: string
179  // t in seconds since the pane opened.
180  draw(p: Pixels, t: number): void
181}
182
types/index.d.ts 12 lines
1// SPDX-License-Identifier: GPL-3.0-or-later
2// Copyright (C) 2026 Shabier. Claude Code exception: see NOTICE.
3
4// Scene id on screen.
5export type AmbientScene = string
6
7declare module 'claude-code' {
8  interface PluginState {
9    ambient: { scene: AmbientScene }
10  }
11}
12