Ambient WebGL petals + cute notification sounds
Add a fixed, GPU-driven petal layer that drifts soft blossoms over the page (sparse, translucent, paused when hidden, skipped under prefers-reduced-motion). Add a synthesized cute sound palette — bubble pop, water droplet, soft bell, sparkle, cheer — generated as embedded WAV assets (scripts/gen_sounds.py) and played through a quiet Web Audio bus with soft-clipping and a persisted mute toggle in the status bar. Sounds fire per suggestion type when fresh advice arrives (staggered, old pending advice stays silent) and on companion bubbles by tone. Claude-Session: https://claude.ai/code/session_016Yr6jELuRc7hyzYLccQKZd
This commit is contained in:
@@ -13,6 +13,8 @@ import { StatusBar } from './components/StatusBar/StatusBar'
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import { PetalCompanion } from './components/Companion/PetalCompanion'
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import { UpdateBanner } from './components/UpdateBanner/UpdateBanner'
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import { useVersionWatch } from './hooks/useVersionWatch'
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import { PetalFall } from './effects/PetalFall'
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import { playSuggestionSound } from './audio/sounds'
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export default function App() {
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const updateAvailable = useVersionWatch()
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@@ -309,8 +311,34 @@ export default function App() {
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[removeSuggestion],
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)
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// Play a soft sound when freshly-checked suggestions arrive — one per distinct
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// new type, lightly staggered so a batch reads as a little melody rather than
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// a pile-up. We track which ids we've already chimed for, and only chime for
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// recently-created suggestions so opening a doc with old pending advice stays
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// silent (the existing set was created in a past session).
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const chimedRef = useRef<Set<string>>(new Set())
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useEffect(() => {
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const fresh = suggestions.filter((s) => !chimedRef.current.has(s.id))
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fresh.forEach((s) => chimedRef.current.add(s.id))
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const justMade = fresh.filter(
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(s) => Date.now() - new Date(s.created_at).getTime() < 12_000,
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)
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if (justMade.length === 0) return
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const types = [...new Set(justMade.map((s) => s.type))].slice(0, 3)
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const timers = types.map((t, i) =>
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window.setTimeout(() => playSuggestionSound(t), i * 150),
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)
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return () => timers.forEach((id) => window.clearTimeout(id))
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}, [suggestions])
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// Forget chimed ids when switching documents so the set can't grow unbounded.
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useEffect(() => {
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chimedRef.current = new Set()
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}, [currentDoc?.id])
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return (
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<div className="flex h-full flex-col">
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<PetalFall />
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<header
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onMouseDown={handleChromeDown}
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className="petal-no-print flex h-12 shrink-0 items-center gap-2 px-5"
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BIN
web/src/assets/sounds/cheer.wav
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BIN
web/src/assets/sounds/cheer.wav
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Binary file not shown.
BIN
web/src/assets/sounds/chime.wav
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BIN
web/src/assets/sounds/chime.wav
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Binary file not shown.
BIN
web/src/assets/sounds/droplet.wav
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web/src/assets/sounds/droplet.wav
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Binary file not shown.
BIN
web/src/assets/sounds/pop.wav
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web/src/assets/sounds/pop.wav
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web/src/assets/sounds/shimmer.wav
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web/src/assets/sounds/shimmer.wav
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174
web/src/audio/sounds.ts
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174
web/src/audio/sounds.ts
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@@ -0,0 +1,174 @@
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// Petal's cute sound palette. The actual tones live as tiny WAV assets in
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// ./assets (generated by scripts/gen_sounds.py — warm bubble pops, water drops,
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// and soft bells tuned to match the app's gentle look). Vite fingerprints and
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// bundles them into dist, so they ride along inside the single Go binary; here
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// we just fetch + decode them once and play them through a Web Audio bus with a
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// soft master volume. The whole thing is opt-out-able and the mute choice
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// persists in localStorage so it survives reloads.
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import popUrl from '../assets/sounds/pop.wav'
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import dropletUrl from '../assets/sounds/droplet.wav'
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import chimeUrl from '../assets/sounds/chime.wav'
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import shimmerUrl from '../assets/sounds/shimmer.wav'
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import cheerUrl from '../assets/sounds/cheer.wav'
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const STORAGE_KEY = 'petal.sound'
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// Master volume — deliberately gentle. These are background delights, not alerts.
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const MASTER_GAIN = 0.5
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export type SoundName =
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| 'pop' // a soft bubble pop — the signature "something arrived"
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| 'droplet' // a single rounded water-drop ping
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| 'chime' // a gentle two-note bell
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| 'shimmer' // three quick ascending sparkles
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| 'cheer' // a happy little major arpeggio (accepts, milestones)
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const SOURCES: Record<SoundName, string> = {
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pop: popUrl,
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droplet: dropletUrl,
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chime: chimeUrl,
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shimmer: shimmerUrl,
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cheer: cheerUrl,
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}
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let ctx: AudioContext | null = null
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let master: GainNode | null = null
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const buffers = new Map<SoundName, AudioBuffer>()
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let enabled = readEnabled()
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const listeners = new Set<(on: boolean) => void>()
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function readEnabled(): boolean {
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try {
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return localStorage.getItem(STORAGE_KEY) !== 'off'
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} catch {
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return true
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}
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}
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export function isSoundEnabled(): boolean {
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return enabled
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}
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export function setSoundEnabled(on: boolean): void {
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enabled = on
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try {
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localStorage.setItem(STORAGE_KEY, on ? 'on' : 'off')
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} catch {
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/* private mode — choice just won't persist */
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}
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listeners.forEach((fn) => fn(on))
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// Touching the context on enable doubles as a user-gesture unlock + warm-up.
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if (on) void ensureContext()
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}
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export function onSoundEnabledChange(fn: (on: boolean) => void): () => void {
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listeners.add(fn)
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return () => listeners.delete(fn)
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}
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// Lazily create the AudioContext (browsers require a user gesture before audio
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// can play; the first play() after a click will succeed, earlier ones resume).
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async function ensureContext(): Promise<AudioContext | null> {
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if (typeof window === 'undefined') return null
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const AC: typeof AudioContext | undefined =
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window.AudioContext ??
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(window as unknown as { webkitAudioContext?: typeof AudioContext }).webkitAudioContext
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if (!AC) return null
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if (!ctx) {
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ctx = new AC()
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master = ctx.createGain()
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master.gain.value = MASTER_GAIN
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// A gentle soft-clip so stacked sounds never crackle.
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const shaper = ctx.createWaveShaper()
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shaper.curve = softClipCurve()
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master.connect(shaper)
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shaper.connect(ctx.destination)
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}
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if (ctx.state === 'suspended') {
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try {
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await ctx.resume()
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} catch {
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/* will retry on the next gesture */
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}
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}
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return ctx
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}
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function softClipCurve(): Float32Array<ArrayBuffer> {
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const n = 1024
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const curve = new Float32Array(new ArrayBuffer(n * 4))
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for (let i = 0; i < n; i++) {
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const x = (i / (n - 1)) * 2 - 1
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curve[i] = Math.tanh(x * 1.2)
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}
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return curve
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}
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// Fetch + decode one sound, caching the decoded buffer for instant replay.
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async function load(name: SoundName, audio: AudioContext): Promise<AudioBuffer | null> {
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const cached = buffers.get(name)
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if (cached) return cached
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try {
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const res = await fetch(SOURCES[name])
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const bytes = await res.arrayBuffer()
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const buf = await audio.decodeAudioData(bytes)
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buffers.set(name, buf)
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return buf
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} catch {
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return null // asset missing / decode failed — sound just won't play
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}
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}
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// Warm the cache so the first real play is instant.
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async function prime(): Promise<void> {
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const audio = await ensureContext()
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if (!audio) return
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await Promise.all((Object.keys(SOURCES) as SoundName[]).map((n) => load(n, audio)))
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}
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// Fire a sound. No-op when muted or audio is unavailable. Never throws — a
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// delight that fails should fail silently.
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export function playSound(name: SoundName): void {
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if (!enabled) return
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void (async () => {
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const audio = await ensureContext()
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if (!audio || !master || audio.state !== 'running') return
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const buf = await load(name, audio)
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if (!buf) return
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try {
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const src = audio.createBufferSource()
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src.buffer = buf
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src.connect(master)
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src.start()
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} catch {
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/* audio glitch — ignore */
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}
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})()
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}
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// Map an editor suggestion type to its sound, so each kind of help has its own
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// little voice (grammar pops like a bubble, idioms chime, etc.).
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const SUGGESTION_SOUND: Record<string, SoundName> = {
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grammar: 'pop',
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phrasing: 'droplet',
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idiom: 'chime',
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clarity: 'shimmer',
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voice: 'droplet',
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}
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export function playSuggestionSound(type: string): void {
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playSound(SUGGESTION_SOUND[type] ?? 'pop')
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}
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// Unlock + warm audio on the first user gesture so the very first sound isn't
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// dropped by the browser's autoplay policy. Self-removing.
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if (typeof window !== 'undefined') {
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const unlock = () => {
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void prime()
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window.removeEventListener('pointerdown', unlock)
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window.removeEventListener('keydown', unlock)
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}
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window.addEventListener('pointerdown', unlock)
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window.addEventListener('keydown', unlock)
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}
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@@ -12,6 +12,7 @@ import {
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type Line,
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} from './tips'
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import { analyzeProse } from './prose'
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import { playSound } from '../../audio/sounds'
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// The kitten's expression. Maps to a Lottie animation when assets are present,
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// otherwise to an emoji placeholder (see PetalCompanion).
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@@ -95,6 +96,11 @@ export function useCompanion({ wordCount, saveStatus, editTick, acceptTick, text
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lastProactive.current = t
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}
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sleeping.current = false
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// A soft sound to match the bubble's mood — celebrations cheer, gentle
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// cheers sparkle, break nudges chime, and tips give a little bubble pop.
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playSound(
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opts?.celebrate ? 'cheer' : b.tone === 'cheer' ? 'shimmer' : b.tone === 'break' ? 'chime' : 'pop',
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)
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setBubble(b)
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setMood(opts?.celebrate ? 'celebrate' : 'talking')
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clearTimeout(bubbleTimer.current)
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37
web/src/components/StatusBar/SoundToggle.tsx
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37
web/src/components/StatusBar/SoundToggle.tsx
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@@ -0,0 +1,37 @@
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import { useEffect, useState } from 'react'
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import { isSoundEnabled, onSoundEnabledChange, playSound, setSoundEnabled } from '../../audio/sounds'
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// A tiny mute toggle for Petal's cute sounds, tucked at the right of the status
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// bar. Bilingual tooltip (she reads Mandarin first), and a soft confirming pop
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// when sounds are turned back on so the choice is audible.
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export function SoundToggle() {
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const [on, setOn] = useState(isSoundEnabled)
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// Stay in sync if the setting is flipped elsewhere.
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useEffect(() => onSoundEnabledChange(setOn), [])
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const toggle = () => {
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const next = !on
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setSoundEnabled(next)
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setOn(next)
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if (next) playSound('pop') // a little hello when re-enabled
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}
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return (
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<button
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type="button"
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onClick={toggle}
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aria-pressed={on}
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title={on ? '声音开 · Sounds on' : '声音关 · Sounds off'}
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aria-label={on ? 'Mute Petal sounds' : 'Unmute Petal sounds'}
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className="rounded-full px-1.5 py-0.5 transition-colors"
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style={{ color: on ? 'var(--color-accent)' : 'var(--color-muted)', lineHeight: 1 }}
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onMouseEnter={(e) => (e.currentTarget.style.color = 'var(--color-accent-hover)')}
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onMouseLeave={(e) =>
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(e.currentTarget.style.color = on ? 'var(--color-accent)' : 'var(--color-muted)')
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}
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>
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<span aria-hidden>{on ? '🔔' : '🔕'}</span>
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</button>
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)
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}
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@@ -1,6 +1,7 @@
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import { useEffect, useRef, useState } from 'react'
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import type { SaveStatus } from '../../hooks/useAutoSave'
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import { StatsPanel } from './StatsPanel'
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import { SoundToggle } from './SoundToggle'
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interface Props {
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wordCount: number
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@@ -120,6 +121,9 @@ export function StatusBar({ wordCount, text, saveStatus, checking, voicing, llmD
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</span>
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</>
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)}
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<div className="ml-auto">
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<SoundToggle />
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</div>
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</footer>
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)
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}
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267
web/src/effects/PetalFall.tsx
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267
web/src/effects/PetalFall.tsx
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@@ -0,0 +1,267 @@
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import { useEffect, useRef } from 'react'
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// PetalFall is the cozy ambient layer: a full-window WebGL canvas that drifts a
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// handful of soft flower petals down the page. It sits behind everything,
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// ignores pointer events, and stays sparse so it reads as "occasional petals on
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// a breeze" rather than confetti. Honors prefers-reduced-motion by rendering
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// nothing. No external libraries — a single tiny shader program animates every
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// petal entirely on the GPU, so the CPU just spins a clock.
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// Each petal is a quad whose corners we expand in the vertex shader. We pack one
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// quad as 6 vertices; per-vertex we send the corner offset (which corner) plus
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// the petal's static randomness (lane, speed, size, sway, tint, spin).
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const PETAL_COUNT = 26
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// Soft Petal-palette tints (rose / blush / lavender), as RGB 0..1.
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const TINTS: [number, number, number][] = [
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[0.91, 0.63, 0.75], // accent rose #E8A0BF
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[1.0, 0.94, 0.96], // near-white blush
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[0.96, 0.72, 0.63], // peach #F4B8A0
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[0.77, 0.71, 0.91], // lavender #C5B4E8
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[0.85, 0.55, 0.69], // deeper rose
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]
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const VERT = `
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precision mediump float;
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attribute vec2 a_corner; // quad corner in [-0.5,0.5]
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attribute vec4 a_rand; // x: lane(0..1), y: speed, z: size, w: phase
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attribute vec4 a_rand2; // x: swayAmp, y: swayFreq, z: spin, w: tintIdx
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uniform float u_time;
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uniform vec2 u_res;
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varying vec2 v_uv;
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varying float v_tint;
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varying float v_alpha;
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void main() {
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v_uv = a_corner + 0.5;
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v_tint = a_rand2.w;
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float lane = a_rand.x;
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float speed = a_rand.y;
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float size = a_rand.z;
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float phase = a_rand.w;
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// Vertical fall: loop 0..1 over time, offset per petal so they don't sync.
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float fall = fract(u_time * speed + phase);
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// Map to clip space: start above the top (1.15) fall to below bottom (-1.15).
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float y = 1.15 - fall * 2.3;
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// Horizontal: a base lane plus a gentle sway as it descends.
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float sway = a_rand2.x * sin(u_time * a_rand2.y + phase * 6.2831);
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float x = (lane * 2.0 - 1.0) + sway;
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// Spin the quad over time.
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float ang = u_time * a_rand2.z + phase * 6.2831;
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float c = cos(ang), s = sin(ang);
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vec2 corner = a_corner * size;
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// Keep petals visually square despite aspect ratio.
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corner.x *= u_res.y / u_res.x;
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vec2 rot = vec2(corner.x * c - corner.y * s, corner.x * s + corner.y * c);
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// Fade in near the top and out near the bottom so they don't pop.
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v_alpha = smoothstep(0.0, 0.12, fall) * (1.0 - smoothstep(0.86, 1.0, fall));
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gl_Position = vec4(x + rot.x, y + rot.y, 0.0, 1.0);
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}
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`
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const FRAG = `
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precision mediump float;
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varying vec2 v_uv;
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varying float v_tint;
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varying float v_alpha;
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uniform vec3 u_tints[5];
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// A soft petal/teardrop alpha mask centered in the quad.
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float petalMask(vec2 uv) {
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vec2 p = uv - vec2(0.5);
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// Teardrop: pinch the top, round the bottom.
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float r = length(vec2(p.x * 1.65, p.y * 1.15 + 0.12));
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float body = smoothstep(0.5, 0.16, r);
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// A subtle crease down the middle for a petal feel.
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float crease = 1.0 - 0.18 * exp(-pow(p.x * 7.0, 2.0));
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return body * crease;
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}
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void main() {
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float m = petalMask(v_uv);
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if (m < 0.01) discard;
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int idx = int(v_tint + 0.5);
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vec3 col = u_tints[0];
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if (idx == 1) col = u_tints[1];
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else if (idx == 2) col = u_tints[2];
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else if (idx == 3) col = u_tints[3];
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else if (idx == 4) col = u_tints[4];
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gl_FragColor = vec4(col, m * v_alpha * 0.55);
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}
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`
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function compile(gl: WebGLRenderingContext, type: number, src: string): WebGLShader | null {
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const sh = gl.createShader(type)
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if (!sh) return null
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gl.shaderSource(sh, src)
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gl.compileShader(sh)
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if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) {
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console.error('petal shader compile failed', gl.getShaderInfoLog(sh))
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gl.deleteShader(sh)
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return null
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}
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return sh
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}
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// Deterministic-ish pseudo random (we can't use Math.random at module scope for
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// SSR safety, but here in an effect it's fine; kept simple).
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||||
function rand(): number {
|
||||
return Math.random()
|
||||
}
|
||||
|
||||
export function PetalFall() {
|
||||
const canvasRef = useRef<HTMLCanvasElement>(null)
|
||||
|
||||
useEffect(() => {
|
||||
const reduce =
|
||||
typeof window !== 'undefined' &&
|
||||
window.matchMedia?.('(prefers-reduced-motion: reduce)').matches
|
||||
if (reduce) return // respect users who don't want ambient motion
|
||||
|
||||
const canvas = canvasRef.current
|
||||
if (!canvas) return
|
||||
const gl = canvas.getContext('webgl', { alpha: true, premultipliedAlpha: false, antialias: true })
|
||||
if (!gl) return // no WebGL — silently skip the effect
|
||||
|
||||
const vs = compile(gl, gl.VERTEX_SHADER, VERT)
|
||||
const fs = compile(gl, gl.FRAGMENT_SHADER, FRAG)
|
||||
if (!vs || !fs) return
|
||||
const prog = gl.createProgram()!
|
||||
gl.attachShader(prog, vs)
|
||||
gl.attachShader(prog, fs)
|
||||
gl.linkProgram(prog)
|
||||
if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
|
||||
console.error('petal program link failed', gl.getProgramInfoLog(prog))
|
||||
return
|
||||
}
|
||||
gl.useProgram(prog)
|
||||
|
||||
// Build interleaved vertex data: 6 verts per petal, each with corner(2),
|
||||
// rand(4), rand2(4) = 10 floats.
|
||||
const FLOATS_PER_VERT = 10
|
||||
const corners = [
|
||||
[-0.5, -0.5],
|
||||
[0.5, -0.5],
|
||||
[-0.5, 0.5],
|
||||
[-0.5, 0.5],
|
||||
[0.5, -0.5],
|
||||
[0.5, 0.5],
|
||||
]
|
||||
const data = new Float32Array(PETAL_COUNT * 6 * FLOATS_PER_VERT)
|
||||
let o = 0
|
||||
for (let i = 0; i < PETAL_COUNT; i++) {
|
||||
const lane = rand()
|
||||
const speed = 0.018 + rand() * 0.03 // slow, gentle fall
|
||||
const size = 0.05 + rand() * 0.06
|
||||
const phase = rand()
|
||||
const swayAmp = 0.04 + rand() * 0.09
|
||||
const swayFreq = 0.4 + rand() * 0.7
|
||||
const spin = (rand() - 0.5) * 1.2
|
||||
const tint = Math.floor(rand() * TINTS.length)
|
||||
for (let c = 0; c < 6; c++) {
|
||||
data[o++] = corners[c][0]
|
||||
data[o++] = corners[c][1]
|
||||
data[o++] = lane
|
||||
data[o++] = speed
|
||||
data[o++] = size
|
||||
data[o++] = phase
|
||||
data[o++] = swayAmp
|
||||
data[o++] = swayFreq
|
||||
data[o++] = spin
|
||||
data[o++] = tint
|
||||
}
|
||||
}
|
||||
|
||||
const buf = gl.createBuffer()
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, buf)
|
||||
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW)
|
||||
|
||||
const stride = FLOATS_PER_VERT * 4
|
||||
const aCorner = gl.getAttribLocation(prog, 'a_corner')
|
||||
const aRand = gl.getAttribLocation(prog, 'a_rand')
|
||||
const aRand2 = gl.getAttribLocation(prog, 'a_rand2')
|
||||
gl.enableVertexAttribArray(aCorner)
|
||||
gl.vertexAttribPointer(aCorner, 2, gl.FLOAT, false, stride, 0)
|
||||
gl.enableVertexAttribArray(aRand)
|
||||
gl.vertexAttribPointer(aRand, 4, gl.FLOAT, false, stride, 2 * 4)
|
||||
gl.enableVertexAttribArray(aRand2)
|
||||
gl.vertexAttribPointer(aRand2, 4, gl.FLOAT, false, stride, 6 * 4)
|
||||
|
||||
const uTime = gl.getUniformLocation(prog, 'u_time')
|
||||
const uRes = gl.getUniformLocation(prog, 'u_res')
|
||||
const uTints = gl.getUniformLocation(prog, 'u_tints')
|
||||
gl.uniform3fv(uTints, TINTS.flat())
|
||||
|
||||
gl.enable(gl.BLEND)
|
||||
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
||||
gl.disable(gl.DEPTH_TEST)
|
||||
|
||||
// Non-null aliases so the render closures keep the narrowed types.
|
||||
const view = canvas
|
||||
const glc = gl
|
||||
const dpr = Math.min(window.devicePixelRatio || 1, 2)
|
||||
function resize() {
|
||||
const w = Math.floor(window.innerWidth * dpr)
|
||||
const h = Math.floor(window.innerHeight * dpr)
|
||||
if (view.width !== w || view.height !== h) {
|
||||
view.width = w
|
||||
view.height = h
|
||||
}
|
||||
glc.viewport(0, 0, view.width, view.height)
|
||||
glc.uniform2f(uRes, view.width, view.height)
|
||||
}
|
||||
resize()
|
||||
window.addEventListener('resize', resize)
|
||||
|
||||
let raf = 0
|
||||
let running = true
|
||||
const start = performance.now()
|
||||
function frame() {
|
||||
if (!running) return
|
||||
const t = (performance.now() - start) / 1000
|
||||
glc.clearColor(0, 0, 0, 0)
|
||||
glc.clear(glc.COLOR_BUFFER_BIT)
|
||||
glc.uniform1f(uTime, t)
|
||||
glc.drawArrays(glc.TRIANGLES, 0, PETAL_COUNT * 6)
|
||||
raf = requestAnimationFrame(frame)
|
||||
}
|
||||
// Pause when the tab is hidden to save the battery.
|
||||
const onVisibility = () => {
|
||||
if (document.hidden) {
|
||||
running = false
|
||||
cancelAnimationFrame(raf)
|
||||
} else if (!running) {
|
||||
running = true
|
||||
raf = requestAnimationFrame(frame)
|
||||
}
|
||||
}
|
||||
document.addEventListener('visibilitychange', onVisibility)
|
||||
raf = requestAnimationFrame(frame)
|
||||
|
||||
return () => {
|
||||
running = false
|
||||
cancelAnimationFrame(raf)
|
||||
window.removeEventListener('resize', resize)
|
||||
document.removeEventListener('visibilitychange', onVisibility)
|
||||
gl.deleteBuffer(buf)
|
||||
gl.deleteProgram(prog)
|
||||
gl.deleteShader(vs)
|
||||
gl.deleteShader(fs)
|
||||
}
|
||||
}, [])
|
||||
|
||||
return (
|
||||
<canvas
|
||||
ref={canvasRef}
|
||||
aria-hidden
|
||||
className="petal-fall pointer-events-none fixed inset-0"
|
||||
style={{ zIndex: 20 }}
|
||||
/>
|
||||
)
|
||||
}
|
||||
@@ -382,7 +382,31 @@ button, a, input {
|
||||
only the title and the writing itself reach the page. This is Petal's PDF
|
||||
path — it uses the browser's own fonts, so CJK renders correctly with no
|
||||
server-side font embedding. */
|
||||
/* --- Ambient falling petals -------------------------------------------------
|
||||
The WebGL petal layer is a fixed, non-interactive overlay that drifts soft
|
||||
blossoms over the page. Kept gentle (low opacity) so it never competes with
|
||||
the writing. It hides itself in print and is skipped entirely for users who
|
||||
prefer reduced motion (the component renders nothing in that case). */
|
||||
.petal-fall {
|
||||
opacity: 0.85;
|
||||
}
|
||||
|
||||
/* Honor reduced-motion globally: still the looping ambient animations and drop
|
||||
the petal layer. One-shot entrance/feedback animations are left intact. */
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.petal-fall {
|
||||
display: none !important;
|
||||
}
|
||||
.petal-bob,
|
||||
.petal-bob-slow,
|
||||
.petal-zzz,
|
||||
.petal-checkpoint-dot {
|
||||
animation: none !important;
|
||||
}
|
||||
}
|
||||
|
||||
@media print {
|
||||
.petal-fall,
|
||||
.petal-no-print,
|
||||
.petal-sidebar,
|
||||
.petal-suggestion-card,
|
||||
|
||||
1
web/src/vite-env.d.ts
vendored
Normal file
1
web/src/vite-env.d.ts
vendored
Normal file
@@ -0,0 +1 @@
|
||||
/// <reference types="vite/client" />
|
||||
Reference in New Issue
Block a user