File size: 10,986 Bytes
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* Armin says hi! A fun easter egg with animated XBM art.
*/
import type { Component, TUI } from "@earendil-works/pi-tui";
import { theme } from "../theme/theme.ts";
// XBM image: 31x36 pixels, LSB first, 1=background, 0=foreground
const WIDTH = 31;
const HEIGHT = 36;
const BITS = [
0xff, 0xff, 0xff, 0x7f, 0xff, 0xf0, 0xff, 0x7f, 0xff, 0xed, 0xff, 0x7f, 0xff, 0xdb, 0xff, 0x7f, 0xff, 0xb7, 0xff,
0x7f, 0xff, 0x77, 0xfe, 0x7f, 0x3f, 0xf8, 0xfe, 0x7f, 0xdf, 0xff, 0xfe, 0x7f, 0xdf, 0x3f, 0xfc, 0x7f, 0x9f, 0xc3,
0xfb, 0x7f, 0x6f, 0xfc, 0xf4, 0x7f, 0xf7, 0x0f, 0xf7, 0x7f, 0xf7, 0xff, 0xf7, 0x7f, 0xf7, 0xff, 0xe3, 0x7f, 0xf7,
0x07, 0xe8, 0x7f, 0xef, 0xf8, 0x67, 0x70, 0x0f, 0xff, 0xbb, 0x6f, 0xf1, 0x00, 0xd0, 0x5b, 0xfd, 0x3f, 0xec, 0x53,
0xc1, 0xff, 0xef, 0x57, 0x9f, 0xfd, 0xee, 0x5f, 0x9f, 0xfc, 0xae, 0x5f, 0x1f, 0x78, 0xac, 0x5f, 0x3f, 0x00, 0x50,
0x6c, 0x7f, 0x00, 0xdc, 0x77, 0xff, 0xc0, 0x3f, 0x78, 0xff, 0x01, 0xf8, 0x7f, 0xff, 0x03, 0x9c, 0x78, 0xff, 0x07,
0x8c, 0x7c, 0xff, 0x0f, 0xce, 0x78, 0xff, 0xff, 0xcf, 0x7f, 0xff, 0xff, 0xcf, 0x78, 0xff, 0xff, 0xdf, 0x78, 0xff,
0xff, 0xdf, 0x7d, 0xff, 0xff, 0x3f, 0x7e, 0xff, 0xff, 0xff, 0x7f,
];
const BYTES_PER_ROW = Math.ceil(WIDTH / 8);
const DISPLAY_HEIGHT = Math.ceil(HEIGHT / 2); // Half-block rendering
type Effect = "typewriter" | "scanline" | "rain" | "fade" | "crt" | "glitch" | "dissolve";
const EFFECTS: Effect[] = ["typewriter", "scanline", "rain", "fade", "crt", "glitch", "dissolve"];
// Get pixel at (x, y): true = foreground, false = background
function getPixel(x: number, y: number): boolean {
if (y >= HEIGHT) return false;
const byteIndex = y * BYTES_PER_ROW + Math.floor(x / 8);
const bitIndex = x % 8;
return ((BITS[byteIndex] >> bitIndex) & 1) === 0;
}
// Get the character for a cell (2 vertical pixels packed)
function getChar(x: number, row: number): string {
const upper = getPixel(x, row * 2);
const lower = getPixel(x, row * 2 + 1);
if (upper && lower) return "β";
if (upper) return "β";
if (lower) return "β";
return " ";
}
// Build the final image grid
function buildFinalGrid(): string[][] {
const grid: string[][] = [];
for (let row = 0; row < DISPLAY_HEIGHT; row++) {
const line: string[] = [];
for (let x = 0; x < WIDTH; x++) {
line.push(getChar(x, row));
}
grid.push(line);
}
return grid;
}
export class ArminComponent implements Component {
private ui: TUI;
private interval: ReturnType<typeof setInterval> | null = null;
private effect: Effect;
private finalGrid: string[][];
private currentGrid: string[][];
private effectState: Record<string, unknown> = {};
private cachedLines: string[] = [];
private cachedWidth = 0;
private gridVersion = 0;
private cachedVersion = -1;
constructor(ui: TUI) {
this.ui = ui;
this.effect = EFFECTS[Math.floor(Math.random() * EFFECTS.length)];
this.finalGrid = buildFinalGrid();
this.currentGrid = this.createEmptyGrid();
this.initEffect();
this.startAnimation();
}
invalidate(): void {
this.cachedWidth = 0;
}
render(width: number): string[] {
if (width === this.cachedWidth && this.cachedVersion === this.gridVersion) {
return this.cachedLines;
}
const padding = 1;
const availableWidth = width - padding;
this.cachedLines = this.currentGrid.map((row) => {
// Clip row to available width before applying color
const clipped = row.slice(0, availableWidth).join("");
const padRight = Math.max(0, width - padding - clipped.length);
return ` ${theme.fg("accent", clipped)}${" ".repeat(padRight)}`;
});
// Add "ARMIN SAYS HI" at the end
const message = "ARMIN SAYS HI";
const msgPadRight = Math.max(0, width - padding - message.length);
this.cachedLines.push(` ${theme.fg("accent", message)}${" ".repeat(msgPadRight)}`);
this.cachedWidth = width;
this.cachedVersion = this.gridVersion;
return this.cachedLines;
}
private createEmptyGrid(): string[][] {
return Array.from({ length: DISPLAY_HEIGHT }, () => Array(WIDTH).fill(" "));
}
private initEffect(): void {
switch (this.effect) {
case "typewriter":
this.effectState = { pos: 0 };
break;
case "scanline":
this.effectState = { row: 0 };
break;
case "rain":
// Track falling position for each column
this.effectState = {
drops: Array.from({ length: WIDTH }, () => ({
y: -Math.floor(Math.random() * DISPLAY_HEIGHT * 2),
settled: 0,
})),
};
break;
case "fade": {
// Shuffle all pixel positions
const positions: [number, number][] = [];
for (let row = 0; row < DISPLAY_HEIGHT; row++) {
for (let x = 0; x < WIDTH; x++) {
positions.push([row, x]);
}
}
// Fisher-Yates shuffle
for (let i = positions.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[positions[i], positions[j]] = [positions[j], positions[i]];
}
this.effectState = { positions, idx: 0 };
break;
}
case "crt":
this.effectState = { expansion: 0 };
break;
case "glitch":
this.effectState = { phase: 0, glitchFrames: 8 };
break;
case "dissolve": {
// Start with random noise
this.currentGrid = Array.from({ length: DISPLAY_HEIGHT }, () =>
Array.from({ length: WIDTH }, () => {
const chars = [" ", "β", "β", "β", "β", "β", "β"];
return chars[Math.floor(Math.random() * chars.length)];
}),
);
// Shuffle positions for gradual resolve
const dissolvePositions: [number, number][] = [];
for (let row = 0; row < DISPLAY_HEIGHT; row++) {
for (let x = 0; x < WIDTH; x++) {
dissolvePositions.push([row, x]);
}
}
for (let i = dissolvePositions.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[dissolvePositions[i], dissolvePositions[j]] = [dissolvePositions[j], dissolvePositions[i]];
}
this.effectState = { positions: dissolvePositions, idx: 0 };
break;
}
}
}
private startAnimation(): void {
const fps = this.effect === "glitch" ? 60 : 30;
this.interval = setInterval(() => {
const done = this.tickEffect();
this.updateDisplay();
this.ui.requestRender();
if (done) {
this.stopAnimation();
}
}, 1000 / fps);
}
private stopAnimation(): void {
if (this.interval) {
clearInterval(this.interval);
this.interval = null;
}
}
private tickEffect(): boolean {
switch (this.effect) {
case "typewriter":
return this.tickTypewriter();
case "scanline":
return this.tickScanline();
case "rain":
return this.tickRain();
case "fade":
return this.tickFade();
case "crt":
return this.tickCrt();
case "glitch":
return this.tickGlitch();
case "dissolve":
return this.tickDissolve();
default:
return true;
}
}
private tickTypewriter(): boolean {
const state = this.effectState as { pos: number };
const pixelsPerFrame = 3;
for (let i = 0; i < pixelsPerFrame; i++) {
const row = Math.floor(state.pos / WIDTH);
const x = state.pos % WIDTH;
if (row >= DISPLAY_HEIGHT) return true;
this.currentGrid[row][x] = this.finalGrid[row][x];
state.pos++;
}
return false;
}
private tickScanline(): boolean {
const state = this.effectState as { row: number };
if (state.row >= DISPLAY_HEIGHT) return true;
// Copy row
for (let x = 0; x < WIDTH; x++) {
this.currentGrid[state.row][x] = this.finalGrid[state.row][x];
}
state.row++;
return false;
}
private tickRain(): boolean {
const state = this.effectState as {
drops: { y: number; settled: number }[];
};
let allSettled = true;
this.currentGrid = this.createEmptyGrid();
for (let x = 0; x < WIDTH; x++) {
const drop = state.drops[x];
// Draw settled pixels
for (let row = DISPLAY_HEIGHT - 1; row >= DISPLAY_HEIGHT - drop.settled; row--) {
if (row >= 0) {
this.currentGrid[row][x] = this.finalGrid[row][x];
}
}
// Check if this column is done
if (drop.settled >= DISPLAY_HEIGHT) continue;
allSettled = false;
// Find the target row for this column (lowest non-space pixel)
let targetRow = -1;
for (let row = DISPLAY_HEIGHT - 1 - drop.settled; row >= 0; row--) {
if (this.finalGrid[row][x] !== " ") {
targetRow = row;
break;
}
}
// Move drop down
drop.y++;
// Draw falling drop
if (drop.y >= 0 && drop.y < DISPLAY_HEIGHT) {
if (targetRow >= 0 && drop.y >= targetRow) {
// Settle
drop.settled = DISPLAY_HEIGHT - targetRow;
drop.y = -Math.floor(Math.random() * 5) - 1;
} else {
// Still falling
this.currentGrid[drop.y][x] = "β";
}
}
}
return allSettled;
}
private tickFade(): boolean {
const state = this.effectState as { positions: [number, number][]; idx: number };
const pixelsPerFrame = 15;
for (let i = 0; i < pixelsPerFrame; i++) {
if (state.idx >= state.positions.length) return true;
const [row, x] = state.positions[state.idx];
this.currentGrid[row][x] = this.finalGrid[row][x];
state.idx++;
}
return false;
}
private tickCrt(): boolean {
const state = this.effectState as { expansion: number };
const midRow = Math.floor(DISPLAY_HEIGHT / 2);
this.currentGrid = this.createEmptyGrid();
// Draw from middle expanding outward
const top = midRow - state.expansion;
const bottom = midRow + state.expansion;
for (let row = Math.max(0, top); row <= Math.min(DISPLAY_HEIGHT - 1, bottom); row++) {
for (let x = 0; x < WIDTH; x++) {
this.currentGrid[row][x] = this.finalGrid[row][x];
}
}
state.expansion++;
return state.expansion > DISPLAY_HEIGHT;
}
private tickGlitch(): boolean {
const state = this.effectState as { phase: number; glitchFrames: number };
if (state.phase < state.glitchFrames) {
// Glitch phase: show corrupted version
this.currentGrid = this.finalGrid.map((row) => {
const offset = Math.floor(Math.random() * 7) - 3;
const glitchRow = [...row];
// Random horizontal offset
if (Math.random() < 0.3) {
const shifted = glitchRow.slice(offset).concat(glitchRow.slice(0, offset));
return shifted.slice(0, WIDTH);
}
// Random vertical swap
if (Math.random() < 0.2) {
const swapRow = Math.floor(Math.random() * DISPLAY_HEIGHT);
return [...this.finalGrid[swapRow]];
}
return glitchRow;
});
state.phase++;
return false;
}
// Final frame: show clean image
this.currentGrid = this.finalGrid.map((row) => [...row]);
return true;
}
private tickDissolve(): boolean {
const state = this.effectState as { positions: [number, number][]; idx: number };
const pixelsPerFrame = 20;
for (let i = 0; i < pixelsPerFrame; i++) {
if (state.idx >= state.positions.length) return true;
const [row, x] = state.positions[state.idx];
this.currentGrid[row][x] = this.finalGrid[row][x];
state.idx++;
}
return false;
}
private updateDisplay(): void {
this.gridVersion++;
}
dispose(): void {
this.stopAnimation();
}
}
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