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Create sync_animation.html
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sync_animation.html
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1 |
+
<!DOCTYPE html>
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2 |
+
<html lang="en">
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3 |
+
<head>
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4 |
+
<meta charset="UTF-8">
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5 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0">
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6 |
+
<title>CMD Ingaze Reveal Animation</title>
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7 |
+
<style>
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8 |
+
body {
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9 |
+
background-color: #000000; /* Black background */
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10 |
+
color: #00FF00; /* Bright green text */
|
11 |
+
font-family: 'Courier New', Courier, monospace; /* Classic CMD font */
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12 |
+
display: flex;
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13 |
+
justify-content: center;
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14 |
+
align-items: center;
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15 |
+
height: 100vh; /* Make body fill viewport height */
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16 |
+
margin: 0;
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17 |
+
overflow: hidden; /* Prevent scrollbars */
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18 |
+
}
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19 |
+
#cmd-animation-container {
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20 |
+
padding: 20px;
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21 |
+
border: 2px solid #00AA00; /* Darker green border */
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22 |
+
background-color: #080808; /* Slightly off-black for the "screen" */
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23 |
+
box-shadow: 0 0 15px #00FF00; /* Green glow effect */
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24 |
+
border-radius: 8px; /* Rounded corners for the container */
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25 |
+
/* Ensure the container doesn't exceed viewport width if content is too wide */
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+
max-width: 95vw;
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+
box-sizing: border-box; /* Include padding and border in the element's total width and height */
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28 |
+
}
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29 |
+
pre#cmd-animation {
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30 |
+
white-space: pre; /* Preserve whitespace and newlines */
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31 |
+
text-align: left;
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32 |
+
font-size: 14px; /* Adjusted for better fit */
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+
line-height: 1.1; /* Compact lines */
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34 |
+
margin: 0;
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35 |
+
overflow-x: auto; /* Add scroll if content is wider than container */
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}
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</style>
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</head>
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+
<body>
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40 |
+
<div id="cmd-animation-container">
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41 |
+
<pre id="cmd-animation"></pre>
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42 |
+
</div>
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43 |
+
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44 |
+
<script>
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45 |
+
// --- Configuration ---
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46 |
+
const scene_width = 65; // Characters, increased for Ingaze logo
|
47 |
+
const scene_height = 22; // Lines
|
48 |
+
const frameDuration = 150; // Milliseconds per frame
|
49 |
+
const MAX_DATA_PARTICLES = 150;
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50 |
+
const FLOOR_LEVEL = scene_height - 1;
|
51 |
+
|
52 |
+
// --- ASCII Art Definitions ---
|
53 |
+
const stick_man_art_normal = [" O ", " /|\\ ", " / \\ "];
|
54 |
+
const stick_man_art_walk_1 = [" O ", " /|\\ ", " / > "];
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55 |
+
const stick_man_art_walk_2 = [" O ", " /|\\ ", " < \\ "];
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56 |
+
const stick_man_art_surprise = [" \\O/ ", " | ", " / \\ "]; // Stickman surprised by lightning/explosion
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57 |
+
const stick_man_art_gone = [" ", " ", " "]; // For when stickman disappears
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58 |
+
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59 |
+
const linked_in_art = ["+----+", "|i n |", "+----+"];
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60 |
+
const linked_in_art_hit = ["x----x", "|BOOM|", "x----x"]; // When hit by lightning
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61 |
+
|
62 |
+
const lightning_strike_segment = "\\"; // Simple segment for descending lightning
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63 |
+
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64 |
+
const explosion_symbols = ['*', '#', '@', '!', '%', '&', 'X', 'O', '$', '+', '~'];
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65 |
+
const explosion_art_frames = [
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66 |
+
// Frame 1: Small impact
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67 |
+
[
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68 |
+
" * ",
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69 |
+
" *#* ",
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70 |
+
" * "
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71 |
+
],
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72 |
+
// Frame 2: Expanding
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73 |
+
[
|
74 |
+
" @!% ",
|
75 |
+
" @*#*& ",
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76 |
+
" X%O "
|
77 |
+
],
|
78 |
+
// Frame 3: Larger and more chaotic
|
79 |
+
[
|
80 |
+
" $*~+@ ",
|
81 |
+
"$#@!%*&",
|
82 |
+
" X*O#~ ",
|
83 |
+
" !+%$ "
|
84 |
+
],
|
85 |
+
// Frame 4: Fading / contracting
|
86 |
+
[
|
87 |
+
" ~ ",
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88 |
+
" +*% ",
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89 |
+
" $ "
|
90 |
+
]
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91 |
+
];
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92 |
+
|
93 |
+
const ingaze_logo_art = [
|
94 |
+
"IIIII N N GGG AAA ZZZZZ EEEEE",
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95 |
+
" I NN N G A A Z E ",
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96 |
+
" I N N N G GG AAAAA Z EEE ",
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97 |
+
" I N NN G G A A Z E ",
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98 |
+
"IIIII N N GGG A A ZZZZZ EEEEE"
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99 |
+
];
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100 |
+
const ingaze_logo_width = ingaze_logo_art[0].length;
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101 |
+
const ingaze_logo_height = ingaze_logo_art.length;
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102 |
+
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103 |
+
|
104 |
+
// --- Global State ---
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105 |
+
let data_particles = []; // {char, x, y, vy, active}
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106 |
+
let current_lightning_y = -1; // Y position of the lightning tip, -1 means not active
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107 |
+
|
108 |
+
// --- Helper Functions ---
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109 |
+
function overlay(baseLines, artLines, startX, startY, ignoreSpaces = true) {
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110 |
+
artLines.forEach((artLine, i) => {
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111 |
+
const y = startY + i;
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112 |
+
if (y >= 0 && y < baseLines.length && artLine) {
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113 |
+
let baseLineArr = baseLines[y].split('');
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114 |
+
for (let j = 0; j < artLine.length; j++) {
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115 |
+
const x = startX + j;
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116 |
+
if (x >= 0 && x < baseLineArr.length) {
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117 |
+
if (ignoreSpaces && artLine[j] === ' ') continue;
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118 |
+
baseLineArr[x] = artLine[j];
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119 |
+
}
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120 |
+
}
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121 |
+
baseLines[y] = baseLineArr.join('');
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122 |
+
}
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123 |
+
});
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124 |
+
}
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125 |
+
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126 |
+
function drawLightningBolt(sceneLines, tipX, tipY, length) {
|
127 |
+
for (let i = 0; i < length; i++) {
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128 |
+
const y = tipY - i;
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129 |
+
const x = tipX + (i % 2 === 0 ? 0 : (i % 4 === 1 ? -1 : 1)); // Simple zig-zag
|
130 |
+
if (y >= 0 && y < scene_height && x >= 0 && x < scene_width) {
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131 |
+
if (sceneLines[y][x] === ' ') { // Avoid overwriting other elements if possible
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132 |
+
let lineArr = sceneLines[y].split('');
|
133 |
+
lineArr[x] = lightning_strike_segment;
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134 |
+
sceneLines[y] = lineArr.join('');
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135 |
+
}
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136 |
+
}
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137 |
+
}
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138 |
+
}
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139 |
+
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140 |
+
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141 |
+
function buildScene(stickmanArt, stickmanPos, showLogo, currentLogoArt, currentLogoPos,
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142 |
+
showLightningBolt, lightningTipX, lightningTipY, lightningLength,
|
143 |
+
currentExplosionArt, explosionPos,
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144 |
+
showIngazeLogo, ingazeArt, ingazePos) {
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145 |
+
let sceneLines = Array(scene_height).fill(" ".repeat(scene_width));
|
146 |
+
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147 |
+
// 1. Data particles (drawn first, can be overwritten)
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148 |
+
data_particles.forEach(p => {
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149 |
+
const px = Math.round(p.x);
|
150 |
+
const py = Math.round(p.y);
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151 |
+
if (py >= 0 && py < sceneLines.length && px >= 0 && px < scene_width) {
|
152 |
+
if (sceneLines[py][px] === ' ') {
|
153 |
+
let lineArr = sceneLines[py].split('');
|
154 |
+
lineArr[px] = p.char;
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155 |
+
sceneLines[py] = lineArr.join('');
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156 |
+
}
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157 |
+
}
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158 |
+
});
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159 |
+
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160 |
+
// 2. Stickman
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161 |
+
overlay(sceneLines, stickmanArt, stickmanPos.x, stickmanPos.y);
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162 |
+
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163 |
+
// 3. LinkedIn Logo
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164 |
+
if (showLogo) {
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165 |
+
overlay(sceneLines, currentLogoArt, currentLogoPos.x, currentLogoPos.y);
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166 |
+
}
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167 |
+
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168 |
+
// 4. Lightning Bolt
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169 |
+
if (showLightningBolt && lightningTipY >=0) {
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170 |
+
drawLightningBolt(sceneLines, lightningTipX, lightningTipY, lightningLength);
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171 |
+
}
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172 |
+
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173 |
+
// 5. Explosion
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174 |
+
if (currentExplosionArt && currentExplosionArt.length > 0) {
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175 |
+
overlay(sceneLines, currentExplosionArt, explosionPos.x, explosionPos.y, false); // false: allow spaces in explosion art
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176 |
+
}
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177 |
+
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178 |
+
// 6. Ingaze Logo
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179 |
+
if (showIngazeLogo) {
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180 |
+
overlay(sceneLines, ingazeArt, ingazePos.x, ingazePos.y);
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181 |
+
}
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182 |
+
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183 |
+
return sceneLines.join('\n');
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184 |
+
}
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185 |
+
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186 |
+
function spawnDataParticle(logoX, logoY, logoWidth) {
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187 |
+
if (data_particles.length >= MAX_DATA_PARTICLES) return;
|
188 |
+
const char = Math.random() > 0.5 ? '1' : '0';
|
189 |
+
const x = logoX + 1 + Math.floor(Math.random() * (logoWidth - 2));
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190 |
+
const y = logoY + linked_in_art.length;
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191 |
+
const vy = 0.2 + Math.random() * 0.3;
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192 |
+
data_particles.push({ char, x, y, vy, active: true });
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193 |
+
}
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194 |
+
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195 |
+
// --- Animation Sequence Generation ---
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196 |
+
// This function generates all frames once and stores them.
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197 |
+
function generateAnimationFrames() {
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198 |
+
const sequence = [];
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199 |
+
// Reset global state that might persist across generations if this is called multiple times
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200 |
+
data_particles = [];
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201 |
+
current_lightning_y = -1;
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202 |
+
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203 |
+
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204 |
+
const stickman_height = stick_man_art_normal.length;
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205 |
+
const stickman_width = stick_man_art_normal[0].length;
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206 |
+
const logo_width = linked_in_art[0].length;
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207 |
+
const logo_height = linked_in_art.length;
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208 |
+
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209 |
+
const stickman_base_y = FLOOR_LEVEL - stickman_height;
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210 |
+
const logo_base_y = stickman_base_y;
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211 |
+
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212 |
+
const stickman_initial_pos = { x: 2, y: stickman_base_y };
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213 |
+
// Adjusted logo_initial_pos to be more to the right to give stickman space
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214 |
+
const logo_initial_pos = { x: scene_width - logo_width - 20, y: logo_base_y };
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215 |
+
const stickman_walk_target_x = logo_initial_pos.x - stickman_width - 1;
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216 |
+
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217 |
+
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218 |
+
const ingaze_pos = {
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219 |
+
x: Math.floor((scene_width - ingaze_logo_width) / 2),
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220 |
+
y: Math.floor((scene_height - ingaze_logo_height) / 2)
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221 |
+
};
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222 |
+
const explosion_center_x = logo_initial_pos.x + Math.floor(logo_width / 2);
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223 |
+
const explosion_center_y = logo_initial_pos.y + Math.floor(logo_height / 2);
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224 |
+
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225 |
+
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226 |
+
// Phase 0: Stickman Walks to Logo
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227 |
+
// Ensure stickman_walk_target_x is not less than initial_pos.x if logo is too far left
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228 |
+
const target_x_for_walk = Math.max(stickman_initial_pos.x + 1, stickman_walk_target_x);
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229 |
+
const walk_frames = Math.max(10, Math.floor(Math.abs(target_x_for_walk - stickman_initial_pos.x) / 1.2) );
|
230 |
+
|
231 |
+
let current_stickman_x = stickman_initial_pos.x;
|
232 |
+
// Ensure walk_step_x is not NaN if walk_frames is 0 (though it's max(10, ...))
|
233 |
+
const walk_step_x = walk_frames > 0 ? (target_x_for_walk - stickman_initial_pos.x) / walk_frames : 0;
|
234 |
+
|
235 |
+
for (let i = 0; i < walk_frames; i++) {
|
236 |
+
current_stickman_x += walk_step_x;
|
237 |
+
const walk_art = (i % 4 < 2) ? stick_man_art_walk_1 : stick_man_art_walk_2;
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238 |
+
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, [], {}));
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239 |
+
}
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240 |
+
current_stickman_x = target_x_for_walk;
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241 |
+
let current_stickman_pos = { x: current_stickman_x, y: stickman_base_y };
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242 |
+
|
243 |
+
// Phase 1: Pause before shake
|
244 |
+
for (let i = 0; i < 3; i++) {
|
245 |
+
sequence.push(buildScene(stick_man_art_normal, current_stickman_pos, true, linked_in_art, logo_initial_pos, false,0,0,0, [], {}, false, [], {}));
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246 |
+
}
|
247 |
+
|
248 |
+
// Phase 2: Shaking LinkedIn & Data Fall
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249 |
+
let current_logo_pos_phase2 = { ...logo_initial_pos };
|
250 |
+
const shake_frames = 25;
|
251 |
+
for (let i = 0; i < shake_frames; i++) {
|
252 |
+
let logoAdj = { x: 0, y: 0 };
|
253 |
+
if (i % 6 < 2) logoAdj = { x: 1, y: 0 }; else if (i % 6 < 4) logoAdj = { x: -1, y: 0 };
|
254 |
+
current_logo_pos_phase2.x = logo_initial_pos.x + logoAdj.x;
|
255 |
+
if (i % 2 === 0) spawnDataParticle(current_logo_pos_phase2.x, current_logo_pos_phase2.y, logo_width);
|
256 |
+
|
257 |
+
// Create a new array for data_particles to update positions for this frame
|
258 |
+
let next_frame_particles = [];
|
259 |
+
data_particles.forEach(p => {
|
260 |
+
let new_p = {...p};
|
261 |
+
if (new_p.active) {
|
262 |
+
new_p.y += new_p.vy;
|
263 |
+
if (new_p.y >= FLOOR_LEVEL) {
|
264 |
+
new_p.y = FLOOR_LEVEL;
|
265 |
+
new_p.vy = 0;
|
266 |
+
new_p.active = false;
|
267 |
+
}
|
268 |
+
}
|
269 |
+
next_frame_particles.push(new_p);
|
270 |
+
});
|
271 |
+
data_particles = next_frame_particles; // Update global particles for next frame generation
|
272 |
+
|
273 |
+
sequence.push(buildScene(stick_man_art_normal, current_stickman_pos, true, linked_in_art, current_logo_pos_phase2, false,0,0,0, [], {}, false, [], {}));
|
274 |
+
}
|
275 |
+
current_logo_pos_phase2 = { ...logo_initial_pos }; // Reset logo position
|
276 |
+
|
277 |
+
// Phase 3: Data Settles, Stickman gets ready for impact
|
278 |
+
const settle_frames = 10;
|
279 |
+
for (let i = 0; i < settle_frames; i++) {
|
280 |
+
let stickmanArtPhase3 = (i < settle_frames / 2) ? stick_man_art_normal : stick_man_art_surprise;
|
281 |
+
|
282 |
+
let next_frame_particles_settle = [];
|
283 |
+
data_particles.forEach(p => { // Ensure all particles settle
|
284 |
+
let new_p = {...p};
|
285 |
+
if (new_p.active) {
|
286 |
+
new_p.y += new_p.vy;
|
287 |
+
if (new_p.y >= FLOOR_LEVEL) {
|
288 |
+
new_p.y = FLOOR_LEVEL;
|
289 |
+
new_p.vy = 0;
|
290 |
+
new_p.active = false;
|
291 |
+
}
|
292 |
+
}
|
293 |
+
next_frame_particles_settle.push(new_p);
|
294 |
+
});
|
295 |
+
data_particles = next_frame_particles_settle;
|
296 |
+
|
297 |
+
sequence.push(buildScene(stickmanArtPhase3, current_stickman_pos, true, linked_in_art, logo_initial_pos, false,0,0,0, [], {}, false, [], {}));
|
298 |
+
}
|
299 |
+
|
300 |
+
// Phase 4: Lightning Strike
|
301 |
+
const lightning_target_y = logo_initial_pos.y;
|
302 |
+
const lightning_strike_frames = lightning_target_y + 3;
|
303 |
+
const lightning_bolt_length = 5;
|
304 |
+
const lightning_tip_x_strike = logo_initial_pos.x + Math.floor(logo_width / 2);
|
305 |
+
let frame_lightning_y = 0;
|
306 |
+
|
307 |
+
for (let i = 0; i < lightning_strike_frames; i++) {
|
308 |
+
frame_lightning_y = i;
|
309 |
+
let logo_art_to_use = linked_in_art;
|
310 |
+
if (frame_lightning_y >= lightning_target_y) {
|
311 |
+
logo_art_to_use = linked_in_art_hit;
|
312 |
+
frame_lightning_y = lightning_target_y;
|
313 |
+
}
|
314 |
+
// Update current_lightning_y for buildScene to use
|
315 |
+
current_lightning_y = frame_lightning_y;
|
316 |
+
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, [], {}));
|
317 |
+
}
|
318 |
+
current_lightning_y = -1; // Lightning done for buildScene logic
|
319 |
+
|
320 |
+
// Phase 5: Explosion
|
321 |
+
const explosion_duration_per_frame = 2;
|
322 |
+
let stickman_art_explosion = stick_man_art_surprise;
|
323 |
+
for (let i = 0; i < explosion_art_frames.length; i++) {
|
324 |
+
const explosion_art = explosion_art_frames[i];
|
325 |
+
const explosion_art_width = Math.max(...explosion_art.map(l => l.length));
|
326 |
+
const explosion_art_height = explosion_art.length;
|
327 |
+
const current_explosion_pos = {
|
328 |
+
x: explosion_center_x - Math.floor(explosion_art_width / 2),
|
329 |
+
y: explosion_center_y - Math.floor(explosion_art_height / 2)
|
330 |
+
};
|
331 |
+
|
332 |
+
for (let j = 0; j < explosion_duration_per_frame; j++) {
|
333 |
+
if (i === 0 && j === 0) {
|
334 |
+
data_particles = []; // Clear all data particles for buildScene
|
335 |
+
stickman_art_explosion = stick_man_art_gone;
|
336 |
+
}
|
337 |
+
sequence.push(buildScene(stickman_art_explosion, current_stickman_pos, false, [], {}, false,0,0,0, explosion_art, current_explosion_pos, false, [], {}));
|
338 |
+
}
|
339 |
+
}
|
340 |
+
|
341 |
+
// Phase 6: "Ingaze" Logo Reveal
|
342 |
+
const ingaze_reveal_pause_frames = 5;
|
343 |
+
for(let i=0; i < ingaze_reveal_pause_frames; i++) {
|
344 |
+
sequence.push(buildScene(stick_man_art_gone, current_stickman_pos, false, [], {}, false,0,0,0, [], {}, false, [], {}));
|
345 |
+
}
|
346 |
+
|
347 |
+
const ingaze_display_frames = 30;
|
348 |
+
for (let i = 0; i < ingaze_display_frames; i++) {
|
349 |
+
sequence.push(buildScene(stick_man_art_gone, current_stickman_pos, false, [], {}, false,0,0,0, [], {}, true, ingaze_logo_art, ingaze_pos));
|
350 |
+
}
|
351 |
+
return sequence;
|
352 |
+
}
|
353 |
+
|
354 |
+
|
355 |
+
// --- Animation Player ---
|
356 |
+
const animationElement = document.getElementById('cmd-animation');
|
357 |
+
let currentFrame = 0;
|
358 |
+
let animationInterval;
|
359 |
+
let staticAnimationFrames = []; // Will hold the pre-generated frames
|
360 |
+
|
361 |
+
function playAnimation() {
|
362 |
+
// Ensure frames are generated before playing
|
363 |
+
if (staticAnimationFrames.length === 0) {
|
364 |
+
console.error("Animation frames not generated yet!");
|
365 |
+
if(animationElement) animationElement.textContent = "Error: Animation frames missing.";
|
366 |
+
return;
|
367 |
+
}
|
368 |
+
|
369 |
+
animationInterval = setInterval(() => {
|
370 |
+
if (animationElement && staticAnimationFrames[currentFrame]) {
|
371 |
+
animationElement.textContent = staticAnimationFrames[currentFrame];
|
372 |
+
}
|
373 |
+
currentFrame++;
|
374 |
+
if (currentFrame >= staticAnimationFrames.length) {
|
375 |
+
currentFrame = 0; // Loop animation
|
376 |
+
// Re-initialize particle state for a clean loop if it's not handled by generation
|
377 |
+
// The generateAnimationFrames function now resets particles at its start.
|
378 |
+
// For a true visual loop, we might need to call generateAnimationFrames() again
|
379 |
+
// or design the particle logic to reset cleanly on loop.
|
380 |
+
// For now, a simple frame loop is implemented.
|
381 |
+
// If generateAnimationFrames is heavy, avoid calling it every loop.
|
382 |
+
// The current logic in generateAnimationFrames resets data_particles at the beginning.
|
383 |
+
// To make the loop truly seamless with dynamic particles, the generation logic
|
384 |
+
// would need to be part of the loop or the state reset more carefully.
|
385 |
+
// Given the current structure, we'll loop the pre-generated sequence.
|
386 |
+
}
|
387 |
+
}, frameDuration);
|
388 |
+
}
|
389 |
+
|
390 |
+
// Initialize and start animation
|
391 |
+
// Using a self-invoking function or ensuring DOM is ready
|
392 |
+
(function() {
|
393 |
+
// Check if the DOM is already loaded
|
394 |
+
if (document.readyState === "complete" || document.readyState === "interactive") {
|
395 |
+
initAnimation();
|
396 |
+
} else {
|
397 |
+
window.addEventListener('DOMContentLoaded', initAnimation);
|
398 |
+
}
|
399 |
+
})();
|
400 |
+
|
401 |
+
function initAnimation() {
|
402 |
+
if (!animationElement) {
|
403 |
+
console.error("Animation element not found");
|
404 |
+
return;
|
405 |
+
}
|
406 |
+
try {
|
407 |
+
staticAnimationFrames = generateAnimationFrames(); // Generate all frames
|
408 |
+
if (staticAnimationFrames.length > 0) {
|
409 |
+
animationElement.textContent = staticAnimationFrames[0]; // Show first frame
|
410 |
+
playAnimation();
|
411 |
+
} else {
|
412 |
+
animationElement.textContent = "Error: Could not generate animation.";
|
413 |
+
}
|
414 |
+
} catch (error) {
|
415 |
+
console.error("Error during animation setup:", error);
|
416 |
+
if(animationElement) animationElement.textContent = "Error initializing animation: " + error.message;
|
417 |
+
}
|
418 |
+
}
|
419 |
+
|
420 |
+
// Clean up interval when the window/iframe is unloaded (optional, good practice)
|
421 |
+
window.addEventListener('unload', () => {
|
422 |
+
if (animationInterval) {
|
423 |
+
clearInterval(animationInterval);
|
424 |
+
}
|
425 |
+
});
|
426 |
+
</script>
|
427 |
+
</body>
|
428 |
+
</html>
|