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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>CMD Ingaze Reveal Animation</title>
<style>
body {
background-color: #000000; /* Black background */
color: #00FF00; /* Bright green text */
font-family: 'Courier New', Courier, monospace; /* Classic CMD font */
display: flex;
justify-content: center;
align-items: center;
height: 100vh; /* Make body fill viewport height */
margin: 0;
overflow: hidden; /* Prevent scrollbars */
}
#cmd-animation-container {
padding: 20px;
border: 2px solid #00AA00; /* Darker green border */
background-color: #080808; /* Slightly off-black for the "screen" */
box-shadow: 0 0 15px #00FF00; /* Green glow effect */
border-radius: 8px; /* Rounded corners for the container */
/* Ensure the container doesn't exceed viewport width if content is too wide */
max-width: 95vw;
box-sizing: border-box; /* Include padding and border in the element's total width and height */
}
pre#cmd-animation {
white-space: pre; /* Preserve whitespace and newlines */
text-align: left;
font-size: 14px; /* Adjusted for better fit */
line-height: 1.1; /* Compact lines */
margin: 0;
overflow-x: auto; /* Add scroll if content is wider than container */
}
</style>
</head>
<body>
<div id="cmd-animation-container">
<pre id="cmd-animation"></pre>
</div>
<script>
// --- Configuration ---
const scene_width = 65; // Characters, increased for Ingaze logo
const scene_height = 22; // Lines
const frameDuration = 150; // Milliseconds per frame
const MAX_DATA_PARTICLES = 150;
const FLOOR_LEVEL = scene_height - 1;
// --- ASCII Art Definitions ---
const stick_man_art_normal = [" O ", " /|\\ ", " / \\ "];
const stick_man_art_walk_1 = [" O ", " /|\\ ", " / > "];
const stick_man_art_walk_2 = [" O ", " /|\\ ", " < \\ "];
const stick_man_art_surprise = [" \\O/ ", " | ", " / \\ "]; // Stickman surprised by lightning/explosion
const stick_man_art_gone = [" ", " ", " "]; // For when stickman disappears
const linked_in_art = ["+----+", "|i n |", "+----+"];
const linked_in_art_hit = ["x----x", "|BOOM|", "x----x"]; // When hit by lightning
const lightning_strike_segment = "\\"; // Simple segment for descending lightning
const explosion_symbols = ['*', '#', '@', '!', '%', '&', 'X', 'O', '$', '+', '~'];
const explosion_art_frames = [
// Frame 1: Small impact
[
" * ",
" *#* ",
" * "
],
// Frame 2: Expanding
[
" @!% ",
" @*#*& ",
" X%O "
],
// Frame 3: Larger and more chaotic
[
" $*~+@ ",
"$#@!%*&",
" X*O#~ ",
" !+%$ "
],
// Frame 4: Fading / contracting
[
" ~ ",
" +*% ",
" $ "
]
];
const ingaze_logo_art = [
"IIIII N N GGG AAA ZZZZZ EEEEE",
" I NN N G A A Z E ",
" I N N N G GG AAAAA Z EEE ",
" I N NN G G A A Z E ",
"IIIII N N GGG A A ZZZZZ EEEEE"
];
const ingaze_logo_width = ingaze_logo_art[0].length;
const ingaze_logo_height = ingaze_logo_art.length;
// --- Global State ---
let data_particles = []; // {char, x, y, vy, active}
let current_lightning_y = -1; // Y position of the lightning tip, -1 means not active
// --- Helper Functions ---
function overlay(baseLines, artLines, startX, startY, ignoreSpaces = true) {
artLines.forEach((artLine, i) => {
const y = startY + i;
if (y >= 0 && y < baseLines.length && artLine) {
let baseLineArr = baseLines[y].split('');
for (let j = 0; j < artLine.length; j++) {
const x = startX + j;
if (x >= 0 && x < baseLineArr.length) {
if (ignoreSpaces && artLine[j] === ' ') continue;
baseLineArr[x] = artLine[j];
}
}
baseLines[y] = baseLineArr.join('');
}
});
}
function drawLightningBolt(sceneLines, tipX, tipY, length) {
for (let i = 0; i < length; i++) {
const y = tipY - i;
const x = tipX + (i % 2 === 0 ? 0 : (i % 4 === 1 ? -1 : 1)); // Simple zig-zag
if (y >= 0 && y < scene_height && x >= 0 && x < scene_width) {
if (sceneLines[y][x] === ' ') { // Avoid overwriting other elements if possible
let lineArr = sceneLines[y].split('');
lineArr[x] = lightning_strike_segment;
sceneLines[y] = lineArr.join('');
}
}
}
}
function buildScene(stickmanArt, stickmanPos, showLogo, currentLogoArt, currentLogoPos,
showLightningBolt, lightningTipX, lightningTipY, lightningLength,
currentExplosionArt, explosionPos,
showIngazeLogo, ingazeArt, ingazePos) {
let sceneLines = Array(scene_height).fill(" ".repeat(scene_width));
// 1. Data particles (drawn first, can be overwritten)
data_particles.forEach(p => {
const px = Math.round(p.x);
const py = Math.round(p.y);
if (py >= 0 && py < sceneLines.length && px >= 0 && px < scene_width) {
if (sceneLines[py][px] === ' ') {
let lineArr = sceneLines[py].split('');
lineArr[px] = p.char;
sceneLines[py] = lineArr.join('');
}
}
});
// 2. Stickman
overlay(sceneLines, stickmanArt, stickmanPos.x, stickmanPos.y);
// 3. LinkedIn Logo
if (showLogo) {
overlay(sceneLines, currentLogoArt, currentLogoPos.x, currentLogoPos.y);
}
// 4. Lightning Bolt
if (showLightningBolt && lightningTipY >=0) {
drawLightningBolt(sceneLines, lightningTipX, lightningTipY, lightningLength);
}
// 5. Explosion
if (currentExplosionArt && currentExplosionArt.length > 0) {
overlay(sceneLines, currentExplosionArt, explosionPos.x, explosionPos.y, false); // false: allow spaces in explosion art
}
// 6. Ingaze Logo
if (showIngazeLogo) {
overlay(sceneLines, ingazeArt, ingazePos.x, ingazePos.y);
}
return sceneLines.join('\n');
}
function spawnDataParticle(logoX, logoY, logoWidth) {
if (data_particles.length >= MAX_DATA_PARTICLES) return;
const char = Math.random() > 0.5 ? '1' : '0';
const x = logoX + 1 + Math.floor(Math.random() * (logoWidth - 2));
const y = logoY + linked_in_art.length;
const vy = 0.2 + Math.random() * 0.3;
data_particles.push({ char, x, y, vy, active: true });
}
// --- Animation Sequence Generation ---
// This function generates all frames once and stores them.
function generateAnimationFrames() {
const sequence = [];
// Reset global state that might persist across generations if this is called multiple times
data_particles = [];
current_lightning_y = -1;
const stickman_height = stick_man_art_normal.length;
const stickman_width = stick_man_art_normal[0].length;
const logo_width = linked_in_art[0].length;
const logo_height = linked_in_art.length;
const stickman_base_y = FLOOR_LEVEL - stickman_height;
const logo_base_y = stickman_base_y;
const stickman_initial_pos = { x: 2, y: stickman_base_y };
// Adjusted logo_initial_pos to be more to the right to give stickman space
const logo_initial_pos = { x: scene_width - logo_width - 20, y: logo_base_y };
const stickman_walk_target_x = logo_initial_pos.x - stickman_width - 1;
const ingaze_pos = {
x: Math.floor((scene_width - ingaze_logo_width) / 2),
y: Math.floor((scene_height - ingaze_logo_height) / 2)
};
const explosion_center_x = logo_initial_pos.x + Math.floor(logo_width / 2);
const explosion_center_y = logo_initial_pos.y + Math.floor(logo_height / 2);
// Phase 0: Stickman Walks to Logo
// Ensure stickman_walk_target_x is not less than initial_pos.x if logo is too far left
const target_x_for_walk = Math.max(stickman_initial_pos.x + 1, stickman_walk_target_x);
const walk_frames = Math.max(10, Math.floor(Math.abs(target_x_for_walk - stickman_initial_pos.x) / 1.2) );
let current_stickman_x = stickman_initial_pos.x;
// Ensure walk_step_x is not NaN if walk_frames is 0 (though it's max(10, ...))
const walk_step_x = walk_frames > 0 ? (target_x_for_walk - stickman_initial_pos.x) / walk_frames : 0;
for (let i = 0; i < walk_frames; i++) {
current_stickman_x += walk_step_x;
const walk_art = (i % 4 < 2) ? stick_man_art_walk_1 : stick_man_art_walk_2;
sequence.push(buildScene(walk_art, { x: Math.round(current_stickman_x), y: stickman_base_y }, true, linked_in_art, logo_initial_pos, false,0,0,0, [], {}, false, [], {}));
}
current_stickman_x = target_x_for_walk;
let current_stickman_pos = { x: current_stickman_x, y: stickman_base_y };
// Phase 1: Pause before shake
for (let i = 0; i < 3; i++) {
sequence.push(buildScene(stick_man_art_normal, current_stickman_pos, true, linked_in_art, logo_initial_pos, false,0,0,0, [], {}, false, [], {}));
}
// Phase 2: Shaking LinkedIn & Data Fall
let current_logo_pos_phase2 = { ...logo_initial_pos };
const shake_frames = 25;
for (let i = 0; i < shake_frames; i++) {
let logoAdj = { x: 0, y: 0 };
if (i % 6 < 2) logoAdj = { x: 1, y: 0 }; else if (i % 6 < 4) logoAdj = { x: -1, y: 0 };
current_logo_pos_phase2.x = logo_initial_pos.x + logoAdj.x;
if (i % 2 === 0) spawnDataParticle(current_logo_pos_phase2.x, current_logo_pos_phase2.y, logo_width);
// Create a new array for data_particles to update positions for this frame
let next_frame_particles = [];
data_particles.forEach(p => {
let new_p = {...p};
if (new_p.active) {
new_p.y += new_p.vy;
if (new_p.y >= FLOOR_LEVEL) {
new_p.y = FLOOR_LEVEL;
new_p.vy = 0;
new_p.active = false;
}
}
next_frame_particles.push(new_p);
});
data_particles = next_frame_particles; // Update global particles for next frame generation
sequence.push(buildScene(stick_man_art_normal, current_stickman_pos, true, linked_in_art, current_logo_pos_phase2, false,0,0,0, [], {}, false, [], {}));
}
current_logo_pos_phase2 = { ...logo_initial_pos }; // Reset logo position
// Phase 3: Data Settles, Stickman gets ready for impact
const settle_frames = 10;
for (let i = 0; i < settle_frames; i++) {
let stickmanArtPhase3 = (i < settle_frames / 2) ? stick_man_art_normal : stick_man_art_surprise;
let next_frame_particles_settle = [];
data_particles.forEach(p => { // Ensure all particles settle
let new_p = {...p};
if (new_p.active) {
new_p.y += new_p.vy;
if (new_p.y >= FLOOR_LEVEL) {
new_p.y = FLOOR_LEVEL;
new_p.vy = 0;
new_p.active = false;
}
}
next_frame_particles_settle.push(new_p);
});
data_particles = next_frame_particles_settle;
sequence.push(buildScene(stickmanArtPhase3, current_stickman_pos, true, linked_in_art, logo_initial_pos, false,0,0,0, [], {}, false, [], {}));
}
// Phase 4: Lightning Strike
const lightning_target_y = logo_initial_pos.y;
const lightning_strike_frames = lightning_target_y + 3;
const lightning_bolt_length = 5;
const lightning_tip_x_strike = logo_initial_pos.x + Math.floor(logo_width / 2);
let frame_lightning_y = 0;
for (let i = 0; i < lightning_strike_frames; i++) {
frame_lightning_y = i;
let logo_art_to_use = linked_in_art;
if (frame_lightning_y >= lightning_target_y) {
logo_art_to_use = linked_in_art_hit;
frame_lightning_y = lightning_target_y;
}
// Update current_lightning_y for buildScene to use
current_lightning_y = frame_lightning_y;
sequence.push(buildScene(stick_man_art_surprise, current_stickman_pos, true, logo_art_to_use, logo_initial_pos, true, lightning_tip_x_strike, current_lightning_y, lightning_bolt_length, [], {}, false, [], {}));
}
current_lightning_y = -1; // Lightning done for buildScene logic
// Phase 5: Explosion
const explosion_duration_per_frame = 2;
let stickman_art_explosion = stick_man_art_surprise;
for (let i = 0; i < explosion_art_frames.length; i++) {
const explosion_art = explosion_art_frames[i];
const explosion_art_width = Math.max(...explosion_art.map(l => l.length));
const explosion_art_height = explosion_art.length;
const current_explosion_pos = {
x: explosion_center_x - Math.floor(explosion_art_width / 2),
y: explosion_center_y - Math.floor(explosion_art_height / 2)
};
for (let j = 0; j < explosion_duration_per_frame; j++) {
if (i === 0 && j === 0) {
data_particles = []; // Clear all data particles for buildScene
stickman_art_explosion = stick_man_art_gone;
}
sequence.push(buildScene(stickman_art_explosion, current_stickman_pos, false, [], {}, false,0,0,0, explosion_art, current_explosion_pos, false, [], {}));
}
}
// Phase 6: "Ingaze" Logo Reveal
const ingaze_reveal_pause_frames = 5;
for(let i=0; i < ingaze_reveal_pause_frames; i++) {
sequence.push(buildScene(stick_man_art_gone, current_stickman_pos, false, [], {}, false,0,0,0, [], {}, false, [], {}));
}
const ingaze_display_frames = 30;
for (let i = 0; i < ingaze_display_frames; i++) {
sequence.push(buildScene(stick_man_art_gone, current_stickman_pos, false, [], {}, false,0,0,0, [], {}, true, ingaze_logo_art, ingaze_pos));
}
return sequence;
}
// --- Animation Player ---
const animationElement = document.getElementById('cmd-animation');
let currentFrame = 0;
let animationInterval;
let staticAnimationFrames = []; // Will hold the pre-generated frames
function playAnimation() {
// Ensure frames are generated before playing
if (staticAnimationFrames.length === 0) {
console.error("Animation frames not generated yet!");
if(animationElement) animationElement.textContent = "Error: Animation frames missing.";
return;
}
animationInterval = setInterval(() => {
if (animationElement && staticAnimationFrames[currentFrame]) {
animationElement.textContent = staticAnimationFrames[currentFrame];
}
currentFrame++;
if (currentFrame >= staticAnimationFrames.length) {
currentFrame = 0; // Loop animation
// Re-initialize particle state for a clean loop if it's not handled by generation
// The generateAnimationFrames function now resets particles at its start.
// For a true visual loop, we might need to call generateAnimationFrames() again
// or design the particle logic to reset cleanly on loop.
// For now, a simple frame loop is implemented.
// If generateAnimationFrames is heavy, avoid calling it every loop.
// The current logic in generateAnimationFrames resets data_particles at the beginning.
// To make the loop truly seamless with dynamic particles, the generation logic
// would need to be part of the loop or the state reset more carefully.
// Given the current structure, we'll loop the pre-generated sequence.
}
}, frameDuration);
}
// Initialize and start animation
// Using a self-invoking function or ensuring DOM is ready
(function() {
// Check if the DOM is already loaded
if (document.readyState === "complete" || document.readyState === "interactive") {
initAnimation();
} else {
window.addEventListener('DOMContentLoaded', initAnimation);
}
})();
function initAnimation() {
if (!animationElement) {
console.error("Animation element not found");
return;
}
try {
staticAnimationFrames = generateAnimationFrames(); // Generate all frames
if (staticAnimationFrames.length > 0) {
animationElement.textContent = staticAnimationFrames[0]; // Show first frame
playAnimation();
} else {
animationElement.textContent = "Error: Could not generate animation.";
}
} catch (error) {
console.error("Error during animation setup:", error);
if(animationElement) animationElement.textContent = "Error initializing animation: " + error.message;
}
}
// Clean up interval when the window/iframe is unloaded (optional, good practice)
window.addEventListener('unload', () => {
if (animationInterval) {
clearInterval(animationInterval);
}
});
</script>
</body>
</html>
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