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import { createTimeline, stagger } from "animejs";
import {
ENTER,
EXIT,
WRITE,
FOLLOW,
SETTLE,
AIM,
WIND,
LAND,
DEPART,
TURN,
STAND,
PULL,
GLIDE,
COLLAPSE,
SWEEP,
CAM_IN,
PANEL_IN,
CLIMB,
DIVE,
DWINDLE,
STAMP,
UNVEIL,
} from "./easing.js";
import {
BLINK,
EDGE,
DARK,
PREROLL,
T_TYPE,
CMD,
TYPE_DUR,
PAN_DUR,
T_BLOCK_IN,
T_OUT,
HAND_IN,
BLOCK_IN_DUR,
IN_OPACITY,
IN_MOVE,
LEAD,
RISE,
WORD_DUR,
WORD_SPREAD,
} from "./timing.js";
import { SWEEP_X } from "./coldopen.js";
import { BANNER_ROWS, B_STAGGER, B_SLIDE } from "./banner.js";
import { ROWS, CLIMB_Y, CLIMB_DUR, BLOCK_IN, T_END } from "./output.js";
import {
PLACEHOLDER,
PROMPT,
SUBMIT_DIM,
PANEL_RISE,
T_PANEL_IN,
T_CHIPS,
CHIP_STAGGER,
CHIP_RISE,
T_PH_IN,
T_SHINE,
SHINE,
T_FILE,
DRAG,
T_OVER,
HOVER_IN,
T_DROP,
HOVER_OUT,
TAKE,
T_PILL,
T_AWAY,
AWAY,
T_PH_OUT,
PH_OUT,
T_WORDS,
WORD_RISE,
WORD_WAVE,
T_SUBMIT,
SUBMIT_IN,
T_PUSH,
PUSH,
T_SPIN,
SPIN,
SPIN_DEG,
T_REACH,
REACH,
T_HOVER,
T_PRESS,
PRESS_DOWN,
PRESS_UP,
T_SHOOT,
SHOOT,
POP,
T_RIPPLE,
RIPPLE,
RIPPLE_FROM,
RIPPLE_TO,
RIPPLE_O,
T_DISMISS,
DISMISS,
T_CARET,
SWING,
A_REST,
A_DRAG,
A_EXIT,
A_REACH,
} from "./prompt.js";
import { LETTERS, K0, T_WORD, STRIKE, GROW, T_PAN, PAN, PAN_X } from "./analyze.js";
import {
COUNT,
LAGS,
FAR,
APPROACH,
BLOOM_O,
LABEL_FROM,
T_LABEL,
LABEL_IN,
SHRINK,
T_WATCH,
RUN_MS,
SHIMMER_N,
DOT_N,
} from "./watch.js";
import { N_RUN, T_TOKENS, TYPE_MS, T_ZOOM, ZOOM } from "./compose.js";
import {
T_ARRIVE,
ARRIVE,
T_SLIDE,
SLIDE,
T_LABELS,
T_FOOT,
FOOT_STEP,
N_FOOT,
T_LIKE,
LIKE_REACH,
T_HITS,
LIKE_ON,
BALLOON_MS,
N_HITS,
T_SINK,
SINK_MS,
SINK_S,
} from "./compare.js";
import {
T_TITLE,
TITLE_TO,
TITLE_DUR,
TITLE_FROM,
BLUR_MS,
CREDITS_END,
} from "./credits.js";
import {
MARK_FROM,
MARK_IN,
T_LOGO,
T_REVEAL,
REVEAL_MS,
WORKS,
T_WORKS,
WORKS_STEP,
T_STRIP,
SEATS,
SEAT_MS,
} from "./logo.js";
/* ── timeline ────────────────────────────────────────────────────────────── */
// Plain objects, one per animated thing. anime writes them; the store in the
// scene mirrors them into the render. Nothing here reads the clock itself.
const cursor = { o: 0 };
const command = { n: 0 };
// the cameras: one number per axis a shot's contents are moved on
const look = { x: 0 }; // the cold open, panning with the writing and then off
const block = { x: BLOCK_IN, y: 0 }; // the install, brought on and then climbed
const rise = { y: PANEL_RISE }; // the panel, carried up from below the frame
const badge = { o: 0, y: RISE };
const banner = BANNER_ROWS.map(() => ({ o: 0, x: B_SLIDE }));
const gutter = ROWS.map(() => ({ o: 0, y: RISE }));
const words = ROWS.map((r) => Array.from({ length: r.body?.n ?? 0 }, () => ({ y: 100 })));
const file = { k: 0 };
const land = { k: 0 };
const away = { k: 0 };
const panel = { hover: 0, placeholder: 1, submit: SUBMIT_DIM };
const chips = [0, 1].map(() => ({ o: 0, y: CHIP_RISE }));
const holder = Array.from({ length: PLACEHOLDER.n }, () => ({ y: 100 }));
const shine = { x: 100 }; // % — the band's mask, off the right of the line
const prompt = Array.from({ length: PROMPT.n }, () => ({ y: 100 }));
const push = { k: 0 };
const spin = { a: 0 }; // deg — the box's own turn about the button
const reach = { k: 0 };
const swing = { a: A_DRAG }; // deg — the arrow comes in already leaning
const press = { k: 0 };
const button = { hover: 0, down: 0 };
const pop = { k: 0 }; // the release's spring
const shoot = { k: 0 }; // the arrow, loosed from the sling
const ripple = { s: RIPPLE_FROM, o: 0 }; // the click's ink, hidden until the press
const dismiss = { k: 0 };
const caret = { on: 0 };
const word = LETTERS.map(() => ({ k: K0, on: 0 }));
const pan = { x: 0 }; // the analyzing camera, pulled left with the writing
// watching: how far through the winding the shot is, and how near the whole
// arrangement has come — the shot arrives out of the distance on the latter
const wind = { p: 0 };
const depth = { m: FAR };
const blend = Array.from({ length: COUNT }, () => ({ o: 0 }));
const label = { s: LABEL_FROM, o: 0 };
// two counts that only go up; the render reads them modulo
const shimmer = { t: 0 };
const dots = { t: 0 };
// composing: one running count the tokens' blends are read off, and the
// pull back onto the whole — the ground's blend is read off the latter
const code = { n: 0 };
const zoom = { k: 0 };
// comparing: the player's collapse onto its frame, the step to State 2, the
// two labels, and the footer's words and icons — one cell per rising thing,
// read as a fraction of its own clip box; the crossfade itself is keyframed
// on the nodes, not written here
const arrive = { k: 0 };
const slide = { k: 0 };
const labels = T_LABELS.map(() => ({ o: 0, y: RISE }));
const foot = Array.from({ length: N_FOOT }, () => ({ y: 100 }));
// the like: the pointer's reach and lean, the thumb's colour, and one linear
// count per hit — its balloon's whole life, press included
const likeCur = { k: 0 };
const likeSwing = { a: A_REACH };
const likeOn = { k: 0 };
const balloon = Array.from({ length: N_HITS }, () => ({ k: 0 }));
// the way out and the close: the comparison's one breath-and-sink, and the
// card's arrival out of the viewer — the fades themselves are keyframed on
// the nodes, not written here
const sink = { s: 1 };
const title = { s: TITLE_FROM, b: 1 };
// the sign-off: the mark's set-down, and one value the tile's step aside,
// the name's arrival and the mask between them are all read from — then the
// line under it, one cell per word read as a fraction of its own clip box,
// and the revolver's one turn, every mark's seat and swell a reading of it
const logo = { s: MARK_FROM, k: 0, b: 1 };
const works = WORKS.map(() => ({ y: 100 }));
const strip = { k: 0 };
export const snapshot = () => ({
cursor: { ...cursor },
command: { ...command },
look: { ...look },
block: { ...block },
rise: { ...rise },
badge: { ...badge },
banner: banner.map((o) => ({ ...o })),
gutter: gutter.map((o) => ({ ...o })),
words: words.map((row) => row.map((o) => ({ ...o }))),
file: { ...file },
land: { ...land },
away: { ...away },
panel: { ...panel },
chips: chips.map((o) => ({ ...o })),
holder: holder.map((o) => ({ ...o })),
shine: { ...shine },
prompt: prompt.map((o) => ({ ...o })),
push: { ...push },
spin: { ...spin },
reach: { ...reach },
swing: { ...swing },
press: { ...press },
button: { ...button },
pop: { ...pop },
shoot: { ...shoot },
ripple: { ...ripple },
dismiss: { ...dismiss },
caret: { ...caret },
word: word.map((o) => ({ ...o })),
pan: { ...pan },
wind: { ...wind },
depth: { ...depth },
blend: blend.map((o) => ({ ...o })),
label: { ...label },
shimmer: { ...shimmer },
dots: { ...dots },
code: { ...code },
zoom: { ...zoom },
arrive: { ...arrive },
slide: { ...slide },
labels: labels.map((o) => ({ ...o })),
foot: foot.map((o) => ({ ...o })),
likeCur: { ...likeCur },
likeSwing: { ...likeSwing },
likeOn: { ...likeOn },
balloon: balloon.map((o) => ({ ...o })),
sink: { ...sink },
title: { ...title },
logo: { ...logo },
works: works.map((o) => ({ ...o })),
strip: { ...strip },
});
export function build() {
const tl = createTimeline({ autoplay: false });
// the cursor blinks out of black and holds solid from the first key
for (let b = 0; b < PREROLL; b++) {
const on = DARK + b * 2 * BLINK;
tl.add(cursor, { o: 1, duration: EDGE, ease: ENTER }, on).add(
cursor,
{ o: 0, duration: EDGE, ease: EXIT },
on + BLINK,
);
}
tl.add(cursor, { o: 1, duration: EDGE, ease: ENTER }, T_TYPE - EDGE)
// the command writes itself…
.add(command, { n: { from: 0, to: CMD.length }, duration: TYPE_DUR, ease: WRITE }, T_TYPE)
// …under one camera sweep, first key to the frame the line is gone
.add(look, { x: SWEEP_X, duration: PAN_DUR, ease: SWEEP }, T_TYPE)
// the install comes in at the speed the cold open left at
.add(block, { x: 0, duration: BLOCK_IN_DUR, ease: CAM_IN }, T_BLOCK_IN);
ROWS.forEach((row, i) => {
if (row.k === "gap") return;
const at = T_OUT + row.at;
if (row.k === "banner") {
// opacity resolves before the move, so a row reads before it settles
tl.add(banner, { o: 1, duration: IN_OPACITY, ease: ENTER, delay: stagger(B_STAGGER) }, at).add(
banner,
{ x: 0, duration: IN_MOVE, ease: ENTER, delay: stagger(B_STAGGER) },
at,
);
return;
}
tl.add(gutter[i], { o: 1, duration: IN_OPACITY, ease: ENTER }, at).add(
gutter[i],
{ y: 0, duration: IN_MOVE, ease: ENTER },
at,
);
if (row.k === "badge") {
tl.add(badge, { o: 1, duration: IN_OPACITY, ease: ENTER }, at + LEAD).add(
badge,
{ y: 0, duration: IN_MOVE, ease: ENTER },
at + LEAD,
);
return;
}
const n = words[i].length;
if (n) {
tl.add(
words[i],
{
y: 0,
duration: WORD_DUR,
ease: ENTER,
delay: stagger(n > 1 ? WORD_SPREAD / (n - 1) : 0),
},
at + LEAD,
);
}
});
// one climb, first line to last frame — no keys per row, and no separate
// move to take the shot off
tl.add(block, { y: CLIMB_Y, duration: CLIMB_DUR, ease: CLIMB }, T_OUT)
// while the panel is carried up from below it over the last of that
.add(rise, { y: 0, duration: HAND_IN, ease: PANEL_IN }, T_PANEL_IN);
/* ── the prompt ────────────────────────────────────────────────────────── */
// Only the first chip — the second is the attachment, and there is nothing
// attached yet.
tl.add(chips[0], { o: 1, duration: IN_OPACITY, ease: ENTER }, T_CHIPS)
.add(chips[0], { y: 0, duration: IN_MOVE, ease: ENTER }, T_CHIPS)
// the placeholder arrives the way the prompt will, so the later swap is a
// replacement rather than a change of manner
.add(
holder,
{
y: 0,
duration: WORD_RISE,
ease: ENTER,
delay: stagger(WORD_WAVE / Math.max(1, PLACEHOLDER.n - 1)),
},
T_PH_IN,
)
// the shine crosses the whole line once; the mask is three times the line
// wide, so it starts and ends clear of it
.add(shine, { x: 0, duration: SHINE, ease: FOLLOW }, T_SHINE)
/* ── the file ────────────────────────────────────────────────────────── */
.add(file, { k: 1, duration: DRAG, ease: AIM }, T_FILE)
// the arrow rights itself over the same length and curve, so the lean is
// spent exactly as the distance is
.add(swing, { a: A_REST, duration: DRAG, ease: AIM }, T_FILE)
// the drop ring is on for exactly as long as there is something to drop
.add(panel, { hover: 1, duration: HOVER_IN, ease: ENTER }, T_OVER)
.add(panel, { hover: 0, duration: HOVER_OUT, ease: EXIT }, T_DROP)
// let go, the file is taken in
.add(land, { k: 1, duration: TAKE, ease: ENTER }, T_DROP)
// and the attachment chip arrives the way the first chip did
.add(chips[1], { o: 1, duration: IN_OPACITY, ease: ENTER }, T_PILL)
.add(chips[1], { y: 0, duration: IN_MOVE, ease: ENTER }, T_PILL)
// the pointer drops out of the bottom of the frame while the file is
// still being taken in
.add(away, { k: 1, duration: AWAY, ease: DEPART }, T_AWAY)
.add(swing, { a: A_EXIT, duration: SWING, ease: ENTER }, T_AWAY)
.add(panel, { placeholder: 0, duration: PH_OUT, ease: EXIT }, T_PH_OUT)
// the prompt takes the placeholder's place, a word at a time
.add(
prompt,
{
y: 0,
duration: WORD_RISE,
ease: ENTER,
delay: stagger(WORD_WAVE / Math.max(1, PROMPT.n - 1)),
},
T_WORDS,
)
// the button answers only once there is something whole to send
.add(panel, { submit: 1, duration: SUBMIT_IN, ease: SETTLE }, T_SUBMIT)
// and the camera pushes in on it over the whole of the reach
.add(push, { k: 1, duration: PUSH, ease: SETTLE }, T_PUSH)
/* ── the click ───────────────────────────────────────────────────────── */
.add(reach, { k: 1, duration: REACH, ease: SETTLE }, T_REACH)
// The lean for the reach is set while the cursor is still off frame, then
// spent on the same curve as the distance, so the arrow is upright exactly
// when it is still.
.add(swing, { a: A_REACH, duration: 1 }, T_REACH - 1)
.add(swing, { a: A_REST, duration: REACH, ease: SETTLE }, T_REACH)
// cursor and button dip together: they are the same event
.add(button, { hover: 1, duration: HOVER_IN, ease: ENTER }, T_HOVER)
// centered, the box turns a quarter under the still cursor
.add(spin, { a: SPIN_DEG, duration: SPIN, ease: TURN }, T_SPIN)
.add(press, { k: 1, duration: PRESS_DOWN, ease: ENTER }, T_PRESS)
.add(button, { down: 1, duration: PRESS_DOWN, ease: ENTER }, T_PRESS)
.add(press, { k: 0, duration: PRESS_UP, ease: ENTER }, T_PRESS + PRESS_DOWN)
.add(button, { down: 0, duration: PRESS_UP, ease: ENTER }, T_PRESS + PRESS_DOWN)
// the release is the send: the spring, and the arrow loosed by it —
// nearly all its speed at the start, as a shot thing moves
.add(pop, { k: 1, duration: POP, ease: FOLLOW }, T_SHOOT)
.add(shoot, { k: 1, duration: SHOOT, ease: LAND }, T_SHOOT)
// The press starts the ink: in with the touch, spreading evenly, held
// until late so the splash is read before it goes. Two plain tweens, not
// a from-to — a seek before a from-to's start would paint the `from`.
.add(ripple, { s: RIPPLE_TO, duration: RIPPLE, ease: SETTLE }, T_RIPPLE)
.add(ripple, { o: RIPPLE_O, duration: 80, ease: ENTER }, T_RIPPLE)
.add(ripple, { o: 0, duration: RIPPLE - 80, ease: EXIT }, T_RIPPLE + 80)
.add(dismiss, { k: 1, duration: DISMISS, ease: ENTER }, T_DISMISS)
// the cursor becomes a beam where it stands — one frame, no move
.add(caret, { on: 1, duration: 1 }, T_CARET)
/* ── analyzing ─────────────────────────────────────────────────────── */
// a letter is struck when the writing reaches its place on the line, then
// stands up off a fixed baseline
.add(word, { on: 1, duration: 1, delay: (t, i) => STRIKE[i] }, T_WORD)
.add(word, { k: 1, duration: GROW, ease: STAND, delay: (t, i) => STRIKE[i] }, T_WORD)
// the line runs off the right of the frame; the camera is pulled left with
// the writing, eased in from rest, and carries the whole line off the left
// edge — the frame is empty before the shot ends, so it needs no fade
.add(pan, { x: PAN_X, duration: PAN, ease: PULL }, T_PAN)
/* ── watching ──────────────────────────────────────────────────────── */
// the frames blend up out of the dark, each on its own lag; the blur over
// the lot of it is the node's own, in `Watch.jsx`
.add(blend, { o: 1, duration: BLOOM_O, ease: ENTER, delay: (t, i) => LAGS[i] }, T_WATCH)
// and the shot comes in out of the distance over the same stretch — the
// arrangement grows and the ring closes on one term
.add(depth, { m: 1, duration: APPROACH, ease: SETTLE }, T_WATCH)
// one number, one curve, first frame to last: the unwinding, the turn and
// the drawing-in are three readings of it in `watch.js`, not three
// animations
.add(wind, { p: 1, duration: RUN_MS, ease: WIND }, T_WATCH)
// the line comes up in the middle, arriving at a size and settling to its own
.add(label, { o: 1, duration: LABEL_IN, ease: ENTER }, T_LABEL)
.add(label, { s: 1, duration: SHRINK, ease: LAND }, T_LABEL)
// shimmer and dots run at their own rates from first frame to last.
// Linear because a repeat that eases is seen to be a repeat.
.add(shimmer, { t: SHIMMER_N, duration: RUN_MS, ease: "linear" }, T_WATCH)
.add(dots, { t: DOT_N, duration: RUN_MS, ease: "linear" }, T_WATCH);
/* ── composing ─────────────────────────────────────────────────────────── */
// one count on one linear run, a token a beat — every blend and the
// camera's drift are tables in compose.js read off this number
tl.add(code, { n: { from: 0, to: N_RUN }, duration: TYPE_MS, ease: "linear" }, T_TOKENS)
// the last token lit, the camera lets the writing go — one pull back
// onto the block's own middle, the ground blending in under it on the
// same fraction; Apple's settle, away at speed and landing long
.add(zoom, { k: 1, duration: ZOOM, ease: GLIDE }, T_ZOOM);
/* ── comparing ─────────────────────────────────────────────────────────── */
// The convergence, laid over the tail of the pull back: a larger frame
// collapses onto the rect the code is being zoomed into, on COLLAPSE —
// off at full speed, the rest one long landing — while the two crossfade
// on their own keyframes.
tl.add(arrive, { k: 1, duration: ARRIVE, ease: COLLAPSE }, T_ARRIVE)
// State 2: the player steps right as the input slides out from under it
.add(slide, { k: 1, duration: SLIDE, ease: GLIDE }, T_SLIDE);
// the labels, risen whole in the house manner a beat apart
T_LABELS.forEach((at, i) => {
tl.add(labels[i], { o: 1, duration: IN_OPACITY, ease: ENTER }, at).add(
labels[i],
{ y: 0, duration: IN_MOVE, ease: ENTER },
at,
);
});
// the footer: every word and icon slides up out of its own line on one
// even step — title, meta, actions, one wave in reading order
tl.add(foot, { y: 0, duration: WORD_DUR, ease: ENTER, delay: stagger(FOOT_STEP) }, T_FOOT);
// the last gesture: the pointer pulls up out of the bottom in the prompt's
// manner — banked into the way in, righted on the same curve as the
// distance, so the arrow is upright exactly when it is still
tl.add(likeCur, { k: 1, duration: LIKE_REACH, ease: AIM }, T_LIKE)
.add(likeSwing, { a: A_REST, duration: LIKE_REACH, ease: AIM }, T_LIKE)
// the thumb fills in like-red on the first hit, for good
.add(likeOn, { k: 1, duration: LIKE_ON, ease: ENTER }, T_HITS[0]);
// a balloon per hit, one linear count each: the press, the climb and the
// fade are readings of it in compare.js, not three animations
T_HITS.forEach((at, i) => {
tl.add(balloon[i], { k: 1, duration: BALLOON_MS, ease: "linear" }, at);
});
/* ── the way out ───────────────────────────────────────────────────────── */
// the whole comparison is let go in one move — barely leaving, then all at
// once; the fade rides the dive on the nodes' own keyframes
tl.add(sink, { s: SINK_S, duration: SINK_MS, ease: DIVE }, T_SINK)
// the close: the card's scale runs the scene's whole length — most of
// the travel in the first frames, then drifting down onto its 40% size
// through the hold
.add(title, { s: TITLE_TO, duration: TITLE_DUR, ease: DWINDLE }, T_TITLE)
// the veil: lifted across the first quarter-second, laid back over the
// last, the card crisp for the whole stay between
.add(title, { b: 0, duration: BLUR_MS, ease: "linear" }, T_TITLE)
.add(title, { b: 1, duration: BLUR_MS, ease: "linear" }, CREDITS_END - BLUR_MS)
/* ── the sign-off ──────────────────────────────────────────────────── */
// the mark set down out of the viewer in half a second…
.add(logo, { s: 1, duration: MARK_IN, ease: STAMP }, T_LOGO)
// …then the step aside, right after: the slide, the name and the wipe
// between them are three readings of this one value in Logo.jsx
.add(logo, { k: 1, duration: REVEAL_MS, ease: UNVEIL }, T_REVEAL)
// the veil, on the card's own lift, shallower: see logo.js's VEIL
.add(logo, { b: 0, duration: BLUR_MS, ease: "linear" }, T_LOGO)
// the line under it, a word at a time in the house manner…
.add(works, { y: 0, duration: WORD_DUR, ease: ENTER, delay: stagger(WORKS_STEP) }, T_WORKS);
// …then the revolver, seat to seat: a move per seat on FOLLOW — gathering
// through the gap, easing to rest as each mark takes the centre, so the
// slowing and the swell read as one gesture. The fade up is the node's own
// keyframes, and the swell itself is read off the drift in Logo.jsx.
for (let s = 1; s <= SEATS; s++) {
tl.add(strip, { k: s / SEATS, duration: SEAT_MS, ease: FOLLOW }, T_STRIP + (s - 1) * SEAT_MS);
}
return tl;
}