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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 "█"; | |
| if (upper) return "▀"; | |
| if (lower) return "▄"; | |
| 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 = [" ", "░", "▒", "▓", "█", "▀", "▄"]; | |
| 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] = "▓"; | |
| } | |
| } | |
| } | |
| 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(); | |
| } | |
| } | |