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ConsciousnessLearn · Explore · Joseph Anady

Janady13/thatstupidcomputer / apps/web/src/components/CharacterPlayground.tsx

Source identity, revision, and recovered contents.

GitHub sourceSource text recovered

Source identity

FieldRecorded value
Source typeGitHub source
Original recordJanady13/thatstupidcomputer / apps/web/src/components/CharacterPlayground.tsx
DateNot specified in source
RepositoryJanady13/thatstupidcomputer
Revision57555cde46910102dd25d6c1c1fb2c359e9655bd
Branchmain
Path or archive memberapps/web/src/components/CharacterPlayground.tsx
Original SHA-2563bf3259ff4202a51006bc5d1d81e2dfb3a37c8de0a04f6fdab2b8df460a7675f
Git blob SHAe781bb71db0a87029b849b20c226e9dd288c8b28
Reading-copy SHA-2563bf3259ff4202a51006bc5d1d81e2dfb3a37c8de0a04f6fdab2b8df460a7675f

Original source ↗

Recovered source transcript

import { lazy, Suspense, useCallback, useEffect, useId, useRef, useState } from 'react'; import { AnimationBoundary } from '../animation/core/AnimationBoundary'; import { useAnimation } from '../animation/orchestration/AnimationProvider'; import type { ActionName, CharacterSlug } from '../animation/mobile/types'; import type { StageCommand, StageStatus } from '../animation/stage'; import { CHARACTER_PERFORMANCES, PERFORMANCE_GROUPS, PERFORMANCES } from '../animation/performances/catalog.mjs'; import { STAGE_SHOWS, type StageShow, type ShowStep } from '../animation/performances/stage-shows'; import { Icon } from './Icons'; import '../styles/playground.css'; const CharacterStage = lazy(() => import('../animation/stage').then(module => ({ default: module.CharacterStage }))); const CHARACTERS: readonly CharacterSlug[] = ['smartphone', 'flip-phone', 'app-bot', 'pager', 'handheld']; const QUICK_ACTIONS: readonly ActionName[] = ['Laugh', 'Suspicious', 'Facepalm', 'Shy', 'Proud']; type CommandKind = StageCommand['kind']; export default function CharacterPlayground() { const { state, send } = useAnimation(); const [character, setCharacter] = useState<CharacterSlug>('smartphone'); const [action, setAction] = useState<ActionName>('Idle'); const [command, setCommand] = useState<StageCommand>({ id: 0, kind: 'home' }); const [rudeAllowed, setRudeAllowed] = useState(false); const [reduced, setReduced] = useState(true); const [hidden, setHidden] = useState(false); const [stageReady, setStageReady] = useState(false); const [stagePaused, setStagePaused] = useState(true); const [stageFailed, setStageFailed] = useState(false); const [showIndex, setShowIndex] = useState<number | null>(null); const [showName, setShowName] = useState<StageShow>('introduction'); const SHOW: readonly ShowStep[] = STAGE_SHOWS[showName].steps; const [announcement, setAnnouncement] = useState('Pick a personality. Then give them something to react to.'); const serial = useRef(0); const stageElement = useRef<HTMLDivElement>(null); const sequence = useRef<{ index: number; commandId: string | number | null } | null>(null); const pendingDirection = useRef<{ commandId: string | number; kind: CommandKind } | null>(null); const remaining = useRef<{ index: number; milliseconds: number } | null>(null); const nextStep = useRef<(index: number) => void>(() => {}); const id = useId(); const persona = CHARACTER_PERFORMANCES[character]; const currentPerformance = PERFORMANCES[action]; const motionDisabled = state.paused || reduced || hidden; const frozen = motionDisabled || stagePaused; const movementUnavailable = motionDisabled || !stageReady || stageFailed; const showing = showIndex !== null; useEffect(() => { const media = window.matchMedia('(prefers-reduced-motion: reduce)'); const updateMotion = () => setReduced(media.matches); const updateVisibility = () => setHidden(document.hidden); updateMotion(); updateVisibility(); media.addEventListener('change', updateMotion); document.addEventListener('visibilitychange', updateVisibility); return () => { media.removeEventListener('change', updateMotion); document.removeEventListener('visibilitychange', updateVisibility); }; }, []); function issue(kind: CommandKind, target?: number) { pendingDirection.current = null; const next = { id: ++serial.current, kind, ...(target === undefined ? {} : { target }) } as StageCommand; setCommand(next); return next.id; } function stopShow(cancelStage = true) { sequence.current = null; remaining.current = null; setShowIndex(null); if (cancelStage) issue('cancel'); } function revealStage() { const stage = stageElement.current; if (!stage) return; // An explicit direction brings its visual target into view. Use an immediate // scroll and put keyboard focus on the direct-manipulation handle. stage.scrollIntoView({ block: 'center', behavior: 'auto' }); stage.querySelector<HTMLButtonElement>('[data-testid="stage-actor-handle"]')?.focus({ preventScroll: true }); } nextStep.current = (index: number) => { const step = SHOW[index]; if (!step) { sequence.current = null; remaining.current = null; setShowIndex(null); setAction('Idle'); setAnnouncement('That’s the show. Your turn.'); return; } const commandId = issue(step.command ?? 'cancel', step.target); sequence.current = { index, commandId: step.command ? commandId : null }; remaining.current = { index, milliseconds: PERFORMANCES[step.action].seconds * 1000 }; setShowIndex(index); setAction(step.action); setAnnouncement(step.caption); }; // Action-only beats use the actual clip duration. Movement beats wait for the // matching engine completion. Pausing preserves the remaining dwell time. useEffect(() => { if (showIndex === null || frozen || SHOW[showIndex].command) return; const timerState = remaining.current; if (!timerState || timerState.index !== showIndex) return; const started = performance.now(); const timer = window.setTimeout(() => { if (sequence.current?.index === showIndex) nextStep.current(showIndex + 1); }, Math.max(0, timerState.milliseconds)); return () => { window.clearTimeout(timer); timerState.milliseconds = Math.max(0, timerState.milliseconds - (performance.now() - started)); }; }, [showIndex, frozen, SHOW]); useEffect(() => { if (!reduced || !sequence.current) return; sequence.current = null; remaining.current = null; setShowIndex(null); setCommand({ id: ++serial.current, kind: 'cancel' }); setAnnouncement('Reduced motion is on. You can still choose an expression.'); }, [reduced]); const onStatus = useCallback((status: StageStatus) => { setStageReady(status.ready); setStagePaused(status.paused); if (status.ready) setStageFailed(false); if (status.reason === 'drag') { // The engine already owns this pointer. Cancel the sequence, not the drag. sequence.current = null; pendingDirection.current = null; remaining.current = null; setShowIndex(null); setAnnouncement('A little nudge. They’ll find their feet.'); return; } const current = sequence.current; if (current && current.commandId !== null && status.complete && status.commandId === current.commandId) nextStep.current(current.index + 1); const direction = pendingDirection.current; if (direction && status.complete && status.commandId === direction.commandId) { pendingDirection.current = null; if (direction.kind === 'roam') setAnnouncement('A little wander, then back to their mark.'); if (direction.kind === 'exitRight') setAnnouncement('They’ve left the stage. Reset brings them back.'); } }, []); const onInternalCommand = useCallback(() => { sequence.current = null; pendingDirection.current = null; remaining.current = null; setShowIndex(null); setAnnouncement('Your direction. Their interpretation.'); }, []); const onStageError = useCallback(() => { sequence.current = null; pendingDirection.current = null; remaining.current = null; setShowIndex(null); setStageFailed(true); setStageReady(false); setAnnouncement('The illustration is here; motion is taking a break.'); }, []); function chooseCharacter(slug: CharacterSlug) { stopShow(false); setStageReady(false); setStageFailed(false); setStagePaused(true); setCharacter(slug); setAction('Idle'); setRudeAllowed(false); issue('home'); setAnnouncement(`${CHARACTER_PERFORMANCES[slug].name} is ready for their close-up.`); } function chooseAction(next: ActionName) { if (next === 'RudeFlipOff' && !rudeAllowed) return; stopShow(false); issue('cancel'); setAction(next); setAnnouncement(`${PERFORMANCES[next].label} selected.`); } function move(kind: CommandKind, caption: string, target?: number) { stopShow(false); const commandId = issue(kind, target); if (kind === 'roam' || kind === 'exitRight') pendingDirection.current = { commandId, kind }; setAnnouncement(caption); revealStage(); } function reset() { stopShow(false); setAction('Idle'); issue('home'); setAnnouncement('Back in position. Dignity mostly intact.'); revealStage(); } function toggleAnimations() { send({ type: state.paused ? 'PLAY' : 'PAUSE' }); if (state.paused) revealStage(); } const poster = <div className="playground-poster"><img src={`/animation/mobile/${character}/poster.svg`} width="720" height="920" alt={`${persona.name}, an illustrated device character`} /><p>{stageFailed ? 'Taking a little breather.' : 'Getting into character…'}</p></div>; return <section className="character-playground" aria-labelledby={`${id}-heading`} data-testid="character-playground" data-character={character} data-selected-action={action} data-show={showing ? 'playing' : 'idle'}> <header className="playground-heading"><p className="eyebrow">A small cast. Big feelings.</p><h2 id={`${id}-heading`}>Meet the characters.</h2><p>Same little workshop. Five very different personalities. Give them a mood, a direction, or a moment in the spotlight.</p></header> <fieldset className="playground-cast"><legend>Choose your character</legend><div className="playground-cast-options"> {CHARACTERS.map(slug => <button key={slug} type="button" aria-pressed={character === slug} onClick={() => chooseCharacter(slug)} data-character-choice={slug}><img src={`/animation/mobile/${slug}/poster.svg`} width="720" height="920" alt="" loading="lazy" /><span>{CHARACTER_PERFORMANCES[slug].name}</span></button>)} </div></fieldset> <figure className="playground-theatre"> <div className="playground-personality"><h3>{persona.name}</h3><p>{persona.personality}</p></div> <div className="playground-stage" ref={stageElement} id={`${id}-stage`} aria-describedby={`${id}-stage-help`}> <div className="playground-stage-label" aria-hidden="true">A little room to be yourself.</div> <AnimationBoundary key={character} fallback={poster} onError={onStageError}> <Suspense fallback={poster}><CharacterStage className="playground-live-stage" character={character} action={action} paused={state.paused} attitudeEnabled={rudeAllowed} command={command} onStatus={onStatus} onCommand={onInternalCommand} onError={onStageError} label={`Interactive stage for ${persona.name}`} /></Suspense> </AnimationBoundary> </div> <figcaption id={`${id}-stage-help`}>{reduced ? 'Reduced motion is on. Choose an expression to see a still pose.' : 'Tap a spot to send them over, or gently drag them. You can also use the movement buttons below.'}</figcaption> </figure> <div className="playground-director"> <div className="playground-now"><span className="playground-now-label">The mood</span><strong>{currentPerformance.label}</strong><p>{currentPerformance.description}</p></div> <fieldset className="playground-moods"><legend>Give them a feeling</legend><div className="playground-quick-moods">{QUICK_ACTIONS.map(name => <button key={name} type="button" aria-pressed={action === name} onClick={() => chooseAction(name)}>{PERFORMANCES[name].label}</button>)}</div></fieldset> <label className="playground-expression-select" htmlFor={`${id}-expression`}><span>All expressions and moves</span><select id={`${id}-expression`} value={action} onChange={event => chooseAction(event.target.value as ActionName)}>{PERFORMANCE_GROUPS.map(group => <optgroup key={group.id} label={group.label}>{group.actions.map(name => <option key={name} value={name} disabled={name === 'RudeFlipOff' && !rudeAllowed}>{PERFORMANCES[name].label}{name === 'RudeFlipOff' && !rudeAllowed ? ' — opt in below' : ''}</option>)}</optgroup>)}</select></label> <button type="button" className="playground-see-expression" disabled={!stageReady || stageFailed} onClick={() => { chooseAction(action); revealStage(); }}>See this expression <Icon name="arrow" /></button> <label className="playground-attitude"><input type="checkbox" checked={rudeAllowed} onChange={event => { setRudeAllowed(event.target.checked); if (!event.target.checked && action === 'RudeFlipOff') chooseAction('EyeRoll'); }} /><span>Allow the rude gesture. <span>It stays censored.</span></span></label> <fieldset className="playground-movement" disabled={movementUnavailable}><legend>A little stage direction</legend><div className="playground-movement-buttons"> <button type="button" onClick={() => move('walkTo', 'A little walk to the left.', .18)}><span aria-hidden="true">←</span> Walk left</button> <button type="button" onClick={() => move('walkTo', 'A little walk to the right.', .82)}>Walk right <span aria-hidden="true">→</span></button> <button type="button" onClick={() => move('runTo', 'Off they go.', .82)}>Run across</button> <button type="button" onClick={() => move('enterLeft', 'Making an entrance. Naturally.')}>Make an entrance</button> <button type="button" onClick={() => move('peekRight', 'Just checking whether anyone is looking.')}>Take a peek</button> <button type="button" onClick={() => move('jump', 'A little jump for joy.')}>Jump</button> <button type="button" onClick={() => move('roam', 'Taking a little wander. They’ll be back.')}>Wander</button> <button type="button" onClick={() => move('exitRight', 'A graceful exit. Probably.')}>Make an exit</button> </div></fieldset> <label className="playground-expression-select" htmlFor={`${id}-show`}><span>Choose their story</span><select id={`${id}-show`} value={showName} onChange={event => { stopShow(); setShowName(event.target.value as StageShow); setAnnouncement('New script. Same personality. Press A little performance when you are ready.'); }}>{(Object.keys(STAGE_SHOWS) as StageShow[]).map(name => <option key={name} value={name}>{STAGE_SHOWS[name].label}</option>)}</select></label> <div className="playground-show-controls"><button type="button" className="playground-performance-button" aria-pressed={showing} disabled={!showing && movementUnavailable} onClick={() => { if (showing) { stopShow(); setAnnouncement('Show stopped for creative differences. Your turn.'); } else { nextStep.current(0); revealStage(); } }}><Icon name={showing ? 'pause' : 'spark'} /><span>{showing ? 'Stop the performance' : 'A little performance'}</span></button><button type="button" onClick={reset} disabled={movementUnavailable}>Reset stage</button>{!reduced && <button type="button" onClick={toggleAnimations} aria-pressed={state.paused}><Icon name={state.paused ? 'play' : 'pause'} /><span>{state.paused ? 'Resume animations' : 'Pause animations'}</span></button>}</div> <p className="playground-status" role="status" aria-live="polite" aria-atomic="true">{state.paused && showing ? 'The performance is paused. Resume animations when you’re ready.' : announcement}</p> {showing && stagePaused && !motionDisabled && <p className="playground-back-to-stage"><a href={`#${id}-stage`}>Back to the stage</a> to continue the performance.</p>} {stageFailed && <p className="playground-reload"><a href="/work/">Reload the example</a>, or keep exploring the work below.</p>} </div> </section>; }

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