GuglielmoTor commited on
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Create sync_animation.html

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  1. sync_animation.html +428 -0
sync_animation.html ADDED
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+ <!DOCTYPE html>
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+ <html lang="en">
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+ <head>
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+ <meta charset="UTF-8">
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+ <meta name="viewport" content="width=device-width, initial-scale=1.0">
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+ <title>CMD Ingaze Reveal Animation</title>
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+ <style>
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+ body {
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+ background-color: #000000; /* Black background */
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+ color: #00FF00; /* Bright green text */
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+ font-family: 'Courier New', Courier, monospace; /* Classic CMD font */
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+ display: flex;
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+ justify-content: center;
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+ align-items: center;
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+ height: 100vh; /* Make body fill viewport height */
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+ margin: 0;
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+ overflow: hidden; /* Prevent scrollbars */
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+ }
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+ #cmd-animation-container {
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+ padding: 20px;
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+ border: 2px solid #00AA00; /* Darker green border */
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+ background-color: #080808; /* Slightly off-black for the "screen" */
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+ box-shadow: 0 0 15px #00FF00; /* Green glow effect */
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+ border-radius: 8px; /* Rounded corners for the container */
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+ /* 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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+ }
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+ pre#cmd-animation {
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+ white-space: pre; /* Preserve whitespace and newlines */
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+ text-align: left;
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+ font-size: 14px; /* Adjusted for better fit */
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+ line-height: 1.1; /* Compact lines */
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+ margin: 0;
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+ 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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+ <div id="cmd-animation-container">
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+ <pre id="cmd-animation"></pre>
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+ </div>
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+
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+ <script>
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+ // --- Configuration ---
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+ const scene_width = 65; // Characters, increased for Ingaze logo
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+ const scene_height = 22; // Lines
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+ const frameDuration = 150; // Milliseconds per frame
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+ const MAX_DATA_PARTICLES = 150;
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+ const FLOOR_LEVEL = scene_height - 1;
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+
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+ // --- ASCII Art Definitions ---
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+ const stick_man_art_normal = [" O ", " /|\\ ", " / \\ "];
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+ const stick_man_art_walk_1 = [" O ", " /|\\ ", " / > "];
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+ const stick_man_art_walk_2 = [" O ", " /|\\ ", " < \\ "];
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+ const stick_man_art_surprise = [" \\O/ ", " | ", " / \\ "]; // Stickman surprised by lightning/explosion
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+ const stick_man_art_gone = [" ", " ", " "]; // For when stickman disappears
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+
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+ const linked_in_art = ["+----+", "|i n |", "+----+"];
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+ const linked_in_art_hit = ["x----x", "|BOOM|", "x----x"]; // When hit by lightning
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+
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+ const lightning_strike_segment = "\\"; // Simple segment for descending lightning
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+
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+ const explosion_symbols = ['*', '#', '@', '!', '%', '&', 'X', 'O', '$', '+', '~'];
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+ const explosion_art_frames = [
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+ // Frame 1: Small impact
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+ [
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+ " * ",
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+ " *#* ",
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+ " * "
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+ ],
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+ // Frame 2: Expanding
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+ [
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+ " @!% ",
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+ " @*#*& ",
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+ " X%O "
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+ ],
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+ // Frame 3: Larger and more chaotic
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+ [
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+ " $*~+@ ",
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+ "$#@!%*&",
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+ " X*O#~ ",
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+ " !+%$ "
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+ ],
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+ // Frame 4: Fading / contracting
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+ [
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+ " ~ ",
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+ " +*% ",
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+ " $ "
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+ ]
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+ ];
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+
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+ const ingaze_logo_art = [
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+ "IIIII N N GGG AAA ZZZZZ EEEEE",
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+ " I NN N G A A Z E ",
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+ " I N N N G GG AAAAA Z EEE ",
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+ " I N NN G G A A Z E ",
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+ "IIIII N N GGG A A ZZZZZ EEEEE"
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+ ];
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+ const ingaze_logo_width = ingaze_logo_art[0].length;
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+ const ingaze_logo_height = ingaze_logo_art.length;
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+
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+
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+ // --- Global State ---
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+ let data_particles = []; // {char, x, y, vy, active}
106
+ let current_lightning_y = -1; // Y position of the lightning tip, -1 means not active
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+
108
+ // --- Helper Functions ---
109
+ function overlay(baseLines, artLines, startX, startY, ignoreSpaces = true) {
110
+ artLines.forEach((artLine, i) => {
111
+ const y = startY + i;
112
+ if (y >= 0 && y < baseLines.length && artLine) {
113
+ let baseLineArr = baseLines[y].split('');
114
+ for (let j = 0; j < artLine.length; j++) {
115
+ const x = startX + j;
116
+ if (x >= 0 && x < baseLineArr.length) {
117
+ if (ignoreSpaces && artLine[j] === ' ') continue;
118
+ baseLineArr[x] = artLine[j];
119
+ }
120
+ }
121
+ baseLines[y] = baseLineArr.join('');
122
+ }
123
+ });
124
+ }
125
+
126
+ function drawLightningBolt(sceneLines, tipX, tipY, length) {
127
+ for (let i = 0; i < length; i++) {
128
+ const y = tipY - i;
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) {
131
+ if (sceneLines[y][x] === ' ') { // Avoid overwriting other elements if possible
132
+ let lineArr = sceneLines[y].split('');
133
+ lineArr[x] = lightning_strike_segment;
134
+ sceneLines[y] = lineArr.join('');
135
+ }
136
+ }
137
+ }
138
+ }
139
+
140
+
141
+ function buildScene(stickmanArt, stickmanPos, showLogo, currentLogoArt, currentLogoPos,
142
+ showLightningBolt, lightningTipX, lightningTipY, lightningLength,
143
+ currentExplosionArt, explosionPos,
144
+ showIngazeLogo, ingazeArt, ingazePos) {
145
+ let sceneLines = Array(scene_height).fill(" ".repeat(scene_width));
146
+
147
+ // 1. Data particles (drawn first, can be overwritten)
148
+ data_particles.forEach(p => {
149
+ const px = Math.round(p.x);
150
+ const py = Math.round(p.y);
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;
155
+ sceneLines[py] = lineArr.join('');
156
+ }
157
+ }
158
+ });
159
+
160
+ // 2. Stickman
161
+ overlay(sceneLines, stickmanArt, stickmanPos.x, stickmanPos.y);
162
+
163
+ // 3. LinkedIn Logo
164
+ if (showLogo) {
165
+ overlay(sceneLines, currentLogoArt, currentLogoPos.x, currentLogoPos.y);
166
+ }
167
+
168
+ // 4. Lightning Bolt
169
+ if (showLightningBolt && lightningTipY >=0) {
170
+ drawLightningBolt(sceneLines, lightningTipX, lightningTipY, lightningLength);
171
+ }
172
+
173
+ // 5. Explosion
174
+ if (currentExplosionArt && currentExplosionArt.length > 0) {
175
+ overlay(sceneLines, currentExplosionArt, explosionPos.x, explosionPos.y, false); // false: allow spaces in explosion art
176
+ }
177
+
178
+ // 6. Ingaze Logo
179
+ if (showIngazeLogo) {
180
+ overlay(sceneLines, ingazeArt, ingazePos.x, ingazePos.y);
181
+ }
182
+
183
+ return sceneLines.join('\n');
184
+ }
185
+
186
+ function spawnDataParticle(logoX, logoY, logoWidth) {
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));
190
+ const y = logoY + linked_in_art.length;
191
+ const vy = 0.2 + Math.random() * 0.3;
192
+ data_particles.push({ char, x, y, vy, active: true });
193
+ }
194
+
195
+ // --- Animation Sequence Generation ---
196
+ // This function generates all frames once and stores them.
197
+ function generateAnimationFrames() {
198
+ const sequence = [];
199
+ // Reset global state that might persist across generations if this is called multiple times
200
+ data_particles = [];
201
+ current_lightning_y = -1;
202
+
203
+
204
+ const stickman_height = stick_man_art_normal.length;
205
+ const stickman_width = stick_man_art_normal[0].length;
206
+ const logo_width = linked_in_art[0].length;
207
+ const logo_height = linked_in_art.length;
208
+
209
+ const stickman_base_y = FLOOR_LEVEL - stickman_height;
210
+ const logo_base_y = stickman_base_y;
211
+
212
+ const stickman_initial_pos = { x: 2, y: stickman_base_y };
213
+ // Adjusted logo_initial_pos to be more to the right to give stickman space
214
+ const logo_initial_pos = { x: scene_width - logo_width - 20, y: logo_base_y };
215
+ const stickman_walk_target_x = logo_initial_pos.x - stickman_width - 1;
216
+
217
+
218
+ const ingaze_pos = {
219
+ x: Math.floor((scene_width - ingaze_logo_width) / 2),
220
+ y: Math.floor((scene_height - ingaze_logo_height) / 2)
221
+ };
222
+ const explosion_center_x = logo_initial_pos.x + Math.floor(logo_width / 2);
223
+ const explosion_center_y = logo_initial_pos.y + Math.floor(logo_height / 2);
224
+
225
+
226
+ // Phase 0: Stickman Walks to Logo
227
+ // Ensure stickman_walk_target_x is not less than initial_pos.x if logo is too far left
228
+ const target_x_for_walk = Math.max(stickman_initial_pos.x + 1, stickman_walk_target_x);
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;
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, [], {}));
239
+ }
240
+ current_stickman_x = target_x_for_walk;
241
+ let current_stickman_pos = { x: current_stickman_x, y: stickman_base_y };
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, [], {}));
246
+ }
247
+
248
+ // Phase 2: Shaking LinkedIn & Data Fall
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>