@autoaiai/aicut 0.1.11 → 0.1.13

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1063) hide show
  1. package/MANUAL.md +94 -94
  2. package/package.json +1 -1
  3. package/skills/aicut-motion/SKILL.md +69 -3
  4. package/skills/aicut-motion/THIRD_PARTY_NOTICES.md +14 -0
  5. package/skills/aicut-motion/assets/atlas/lib/harness.js +116 -0
  6. package/skills/aicut-motion/assets/atlas/lib/sound.js +274 -0
  7. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/code.js +937 -0
  8. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/poster.jpg +0 -0
  9. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/style.json +13 -0
  10. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/code.js +909 -0
  11. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/poster.jpg +0 -0
  12. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/style.json +13 -0
  13. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/code.js +881 -0
  14. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/poster.jpg +0 -0
  15. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/style.json +13 -0
  16. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/code.js +897 -0
  17. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/poster.jpg +0 -0
  18. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/style.json +13 -0
  19. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/code.js +814 -0
  20. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/poster.jpg +0 -0
  21. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/style.json +13 -0
  22. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/code.js +990 -0
  23. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/poster.jpg +0 -0
  24. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/style.json +13 -0
  25. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/code.js +994 -0
  26. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/poster.jpg +0 -0
  27. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/style.json +13 -0
  28. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/code.js +792 -0
  29. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/poster.jpg +0 -0
  30. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/style.json +13 -0
  31. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/code.js +840 -0
  32. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/poster.jpg +0 -0
  33. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/style.json +13 -0
  34. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/code.js +1126 -0
  35. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/poster.jpg +0 -0
  36. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/style.json +13 -0
  37. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/code.js +854 -0
  38. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/poster.jpg +0 -0
  39. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/style.json +13 -0
  40. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/code.js +1124 -0
  41. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/poster.jpg +0 -0
  42. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/style.json +13 -0
  43. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/code.js +728 -0
  44. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/poster.jpg +0 -0
  45. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/style.json +13 -0
  46. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/code.js +664 -0
  47. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/poster.jpg +0 -0
  48. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/style.json +13 -0
  49. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/code.js +991 -0
  50. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/poster.jpg +0 -0
  51. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/style.json +13 -0
  52. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/code.js +801 -0
  53. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/poster.jpg +0 -0
  54. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/style.json +13 -0
  55. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/code.js +692 -0
  56. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/poster.jpg +0 -0
  57. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/style.json +13 -0
  58. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/code.js +756 -0
  59. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/poster.jpg +0 -0
  60. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/style.json +13 -0
  61. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/code.js +922 -0
  62. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/poster.jpg +0 -0
  63. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/style.json +13 -0
  64. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/code.js +852 -0
  65. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/poster.jpg +0 -0
  66. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/style.json +13 -0
  67. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/code.js +724 -0
  68. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/poster.jpg +0 -0
  69. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/style.json +13 -0
  70. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/code.js +793 -0
  71. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/poster.jpg +0 -0
  72. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/style.json +13 -0
  73. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/code.js +846 -0
  74. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/poster.jpg +0 -0
  75. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/style.json +13 -0
  76. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/code.js +1008 -0
  77. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/poster.jpg +0 -0
  78. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/style.json +13 -0
  79. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/code.js +680 -0
  80. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/poster.jpg +0 -0
  81. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/style.json +13 -0
  82. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/code.js +633 -0
  83. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/poster.jpg +0 -0
  84. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/style.json +13 -0
  85. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/code.js +757 -0
  86. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/poster.jpg +0 -0
  87. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/style.json +13 -0
  88. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/code.js +828 -0
  89. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/poster.jpg +0 -0
  90. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/style.json +13 -0
  91. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/code.js +697 -0
  92. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/poster.jpg +0 -0
  93. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/style.json +13 -0
  94. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/code.js +687 -0
  95. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/poster.jpg +0 -0
  96. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/style.json +13 -0
  97. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/code.js +727 -0
  98. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/poster.jpg +0 -0
  99. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/style.json +13 -0
  100. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/code.js +903 -0
  101. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/poster.jpg +0 -0
  102. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/style.json +13 -0
  103. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/code.js +662 -0
  104. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/poster.jpg +0 -0
  105. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/style.json +13 -0
  106. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/code.js +951 -0
  107. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/poster.jpg +0 -0
  108. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/style.json +13 -0
  109. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/code.js +759 -0
  110. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/poster.jpg +0 -0
  111. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/style.json +13 -0
  112. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/code.js +738 -0
  113. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/poster.jpg +0 -0
  114. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/style.json +13 -0
  115. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/code.js +793 -0
  116. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/poster.jpg +0 -0
  117. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/style.json +13 -0
  118. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/code.js +673 -0
  119. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/poster.jpg +0 -0
  120. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/style.json +13 -0
  121. package/skills/aicut-motion/assets/atlas/styles/039-win95-desktop/code.js +907 -0
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  124. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/code.js +833 -0
  125. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/poster.jpg +0 -0
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  127. package/skills/aicut-motion/assets/atlas/styles/041-manga-page/code.js +845 -0
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  130. package/skills/aicut-motion/assets/atlas/styles/042-wood-type-letterpress/code.js +496 -0
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  133. package/skills/aicut-motion/assets/atlas/styles/043-light-painting/code.js +635 -0
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  136. package/skills/aicut-motion/assets/atlas/styles/044-felt-patchwork/code.js +799 -0
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  139. package/skills/aicut-motion/assets/atlas/styles/045-phosphor-terminal/code.js +547 -0
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  142. package/skills/aicut-motion/assets/atlas/styles/046-glassmorphism-ui/code.js +592 -0
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  145. package/skills/aicut-motion/assets/atlas/styles/047-tarot-card/code.js +768 -0
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  148. package/skills/aicut-motion/assets/atlas/styles/048-transit-map/code.js +666 -0
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  157. package/skills/aicut-motion/assets/atlas/styles/051-art-deco-foil/code.js +606 -0
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  1028. package/skills/vox-director/SKILL.md +0 -351
  1029. package/skills/vox-director/references/beat-layer.md +0 -143
  1030. package/skills/vox-director/references/host-mode.md +0 -120
  1031. package/skills/vox-director/references/local-engine.md +0 -73
  1032. package/skills/vox-director/references/models-and-gotchas.md +0 -91
  1033. package/skills/vox-director/references/prompt-guide.md +0 -275
  1034. package/skills/vox-director/references/voices.md +0 -59
  1035. package/skills/xingchen-vox-collage/SKILL.md +0 -251
  1036. package/skills/xingchen-vox-collage/references/asset-layer-contract.md +0 -98
  1037. package/skills/xingchen-vox-collage/references/creative-exploration.md +0 -19
  1038. package/skills/xingchen-vox-collage/references/learned-branches.md +0 -34
  1039. package/skills/xingchen-vox-collage/references/remotion-scene-contract.md +0 -77
  1040. package/skills/xingchen-vox-collage/references/visual-language.md +0 -74
  1041. package/skills/xingchen-vox-collage/references/visual-qa.md +0 -59
  1042. package/skills/youtube/SKILL.md +0 -147
  1043. package/skills/youtube/references/algorithm-guide.md +0 -59
  1044. package/skills/youtube/references/analytics-benchmarks.md +0 -67
  1045. package/skills/youtube/references/dataforseo-integration.md +0 -51
  1046. package/skills/youtube/references/monetization-guide.md +0 -62
  1047. package/skills/youtube/references/repurposing-guide.md +0 -54
  1048. package/skills/youtube/references/retention-scripting-guide.md +0 -75
  1049. package/skills/youtube/references/seo-playbook.md +0 -77
  1050. package/skills/youtube/references/shorts-playbook.md +0 -64
  1051. package/skills/youtube/references/thumbnail-ctr-guide.md +0 -73
  1052. package/skills/youtube-shorts-factory/SKILL.md +0 -358
  1053. package/skills/youtube-shorts-factory/resources/adaptation-guide.md +0 -133
  1054. package/skills/youtube-shorts-factory/resources/storyboard-template.md +0 -271
  1055. package/skills/youtube-shorts-factory/resources/workflow-steps.md +0 -139
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  1057. package/studio/ui/dist/assets/SettingsModal-CQmsA2A2.js +0 -2
  1058. package/studio/ui/dist/assets/es-AqUfIkAy.js +0 -1
  1059. package/studio/ui/dist/assets/index-C7moXjTY.css +0 -1
  1060. package/studio/ui/dist/assets/index-DdU5QNpY.js +0 -1623
  1061. package/studio/ui/dist/assets/ja-YwiCB4QQ.js +0 -1
  1062. package/studio/ui/dist/assets/ko-CKtBPDze.js +0 -1
  1063. package/studio/ui/dist/assets/zh-CN-DtNEwKWJ.js +0 -1
@@ -0,0 +1,727 @@
1
+ {
2
+ // ---------- voxel helpers: ortho dimetric projection, face culling, vertex AO, ray-marched shadows ----------
3
+ const ELEV = Math.PI / 6;
4
+ let ca = Math.cos(0.62), sa = Math.sin(0.62);
5
+ const sP = Math.sin(ELEV), cP = Math.cos(ELEV);
6
+ const setYaw = (y) => { ca = Math.cos(y); sa = Math.sin(y); };
7
+ const makeProj = (cx, cy, s) => (x, y, z) => [cx + (x * ca - y * sa) * s, cy + (x * sa + y * ca) * sP * s - z * cP * s];
8
+ const depthOf = (x, y, z) => (x * sa + y * ca) * cP + z * sP;
9
+ const K = (x, y, z) => ((z + 8) * 128 + (y + 32)) * 128 + (x + 32);
10
+ const FACES = [
11
+ { n: [0, 0, 1], o: [0, 0, 1], t1: [1, 0, 0], t2: [0, 1, 0], light: 1.0, tint: [1.0, 0.98, 0.93] },
12
+ { n: [0, 1, 0], o: [0, 1, 0], t1: [1, 0, 0], t2: [0, 0, 1], light: 0.8, tint: [0.97, 0.95, 1.0] },
13
+ { n: [1, 0, 0], o: [1, 0, 0], t1: [0, 1, 0], t2: [0, 0, 1], light: 0.64, tint: [0.92, 0.92, 1.04] },
14
+ ];
15
+
16
+ function buildScene(t) {
17
+ const V = new Map();
18
+ const set = (x, y, z, c, e) => V.set(K(x, y, z), { x, y, z, c: Array.isArray(c) ? c : H.hex(c), e: !!e });
19
+ const del = (x, y, z) => V.delete(K(x, y, z));
20
+ const fill = (x0, x1, y0, y1, z0, z1, c, e) => { for (let x = x0; x <= x1; x++) for (let y = y0; y <= y1; y++) for (let z = z0; z <= z1; z++) set(x, y, z, c, e); };
21
+ const nz = H.makeNoise(4), r = H.rng(8);
22
+ // --- island ---
23
+ const C = 15.5, R = 12.6, TOP = 10;
24
+ for (let x = 0; x < 32; x++) for (let y = 0; y < 32; y++) {
25
+ const ang = Math.atan2(y - C, x - C);
26
+ const d = Math.hypot(x - C, y - C) + nz.n2(Math.cos(ang) * 1.7, Math.sin(ang) * 1.7) * 2.2;
27
+ if (d > R) continue;
28
+ // top height: low hill at the back
29
+ let top = TOP + (nz.fbm2(x * 0.12, y * 0.12, 2) > 0.12 && d < R - 2 ? 1 : 0) + (Math.hypot(x - 9, y - 7) < 4 ? 1 : 0);
30
+ for (let k = 0; ; k++) {
31
+ const z = top - k;
32
+ const rk = R * (1 - Math.pow(Math.max(0, k - 1) / 12.5, 1.35)) + nz.n2(x * 0.3, y * 0.3 + k) * 1.1;
33
+ if (d > rk || z < -4) break;
34
+ let c;
35
+ if (k === 0) c = H.mix('#9fcb55', '#b9d65e', H.clamp(0.5 + nz.n2(x * 0.4, y * 0.4) * 0.8 + (r() - 0.5) * 0.3));
36
+ else if (k <= 2) c = H.mix('#d08a4f', '#c27c4a', r());
37
+ else if (k <= 5) c = (z % 3 === 0) ? H.hex('#b06a40') : H.mix('#bd7548', '#a9653e', r());
38
+ else c = H.mix('#8d5a44', '#7a4c3d', r());
39
+ set(x, y, z, c);
40
+ }
41
+ }
42
+ // pond (front-left)
43
+ for (let x = 6; x <= 12; x++) for (let y = 18; y <= 24; y++) {
44
+ const d = Math.hypot((x - 9) / 3.4, (y - 21) / 3.2);
45
+ if (d < 1) { del(x, y, TOP); del(x, y, TOP + 1); set(x, y, TOP - 1, d < 0.75 ? '#5ec7dc' : '#7fd6e3'); }
46
+ else if (d < 1.35 && V.has(K(x, y, TOP))) set(x, y, TOP, '#f2d49a');
47
+ }
48
+ // path stones
49
+ for (const [x, y] of [[15, 25], [16, 24], [17, 23], [16, 26]]) if (V.has(K(x, y, TOP))) set(x, y, TOP, '#e9dcc4');
50
+ // --- trees ---
51
+ const tree = (x, y, h, rad, pal, seed) => {
52
+ const tr = H.rng(seed);
53
+ let base = TOP + 1; while (V.has(K(x, y, base))) base++;
54
+ fill(x, x, y, y, base, base + h, '#8a5a3b');
55
+ const cz = base + h + rad * 0.6;
56
+ for (let dx = -Math.ceil(rad); dx <= rad; dx++) for (let dy = -Math.ceil(rad); dy <= rad; dy++) for (let dz = -Math.ceil(rad); dz <= rad + 1; dz++) {
57
+ const d = Math.hypot(dx, dy, dz * 0.9) + tr.range(-0.35, 0.35);
58
+ if (d <= rad) set(x + dx, y + dy, Math.round(cz + dz), tr.pick(pal));
59
+ }
60
+ };
61
+ tree(6, 10, 4, 3.4, [H.hex('#6fb04a'), H.hex('#86c35a'), H.hex('#5f9f42'), H.hex('#7dbb52')], 3);
62
+ tree(22, 8, 3, 2.7, [H.hex('#ffad3b'), H.hex('#ff9a2e'), H.hex('#ffc14d'), H.hex('#f58a2a')], 5);
63
+ tree(24, 20, 1, 1.6, [H.hex('#86c35a'), H.hex('#6fb04a'), H.hex('#9ccf62')], 6);
64
+ // flowers + rocks
65
+ const fr = H.rng(14);
66
+ for (let i = 0; i < 26; i++) {
67
+ const x = fr.int(4, 27), y = fr.int(4, 27);
68
+ let z = TOP + 3; while (z > TOP - 1 && !V.has(K(x, y, z))) z--;
69
+ const below = V.get(K(x, y, z));
70
+ if (!below || below.c[1] < 150 || V.has(K(x, y, z + 1))) continue; // only on grass
71
+ if (Math.abs(x - 17) < 4 && Math.abs(y - 16) < 4) continue;
72
+ set(x, y, z + 1, fr.pick(['#ff6b6b', '#fff3d6', '#ffd23f', '#ff9ecb']));
73
+ }
74
+ fill(19, 20, 23, 24, TOP + 1, TOP + 1, '#b8afa6'); set(20, 24, TOP + 2, '#cfc7bf');
75
+ fill(5, 5, 12, 13, TOP + 1, TOP + 1, '#b8afa6');
76
+ // --- robot (front faces +y) ---
77
+ const wave = t > 3.15 && Math.sin((t - 3.15) * 5 + 1.6) > 0 ? 1 : 0;
78
+ const rx = 15, ry = 15;
79
+ let rz = TOP + 1; while (V.has(K(rx + 1, ry + 1, rz))) rz++;
80
+ const Rb = (x0, x1, y0, y1, z0, z1, c, e) => fill(rx + x0, rx + x1, ry + y0, ry + y1, rz + z0, rz + z1, c, e);
81
+ Rb(0, 1, 0, 2, 0, 0, '#4a4458'); Rb(3, 4, 0, 2, 0, 0, '#4a4458');
82
+ Rb(0, 1, 0, 1, 1, 2, '#b9b3ad'); Rb(3, 4, 0, 1, 1, 2, '#b9b3ad');
83
+ Rb(-1, 5, -1, 2, 3, 7, '#f4ead8');
84
+ Rb(-1, 5, -1, 2, 3, 3, '#e3d6c0');
85
+ Rb(1, 3, 2, 2, 4, 6, '#ff8a3d'); Rb(2, 2, 2, 2, 5, 5, '#fff2a8', true);
86
+ Rb(-2, -2, 0, 1, 4, 7, '#b9b3ad'); Rb(-2, -2, 0, 1, 3, 3, '#4a4458');
87
+ if (wave) { Rb(6, 6, 0, 1, 6, 10, '#b9b3ad'); Rb(6, 6, 0, 1, 11, 11, '#4a4458'); }
88
+ else { Rb(6, 6, 0, 1, 6, 7, '#b9b3ad'); Rb(7, 7, 0, 1, 7, 10, '#b9b3ad'); Rb(7, 7, 0, 1, 11, 11, '#4a4458'); }
89
+ Rb(1, 3, 0, 1, 8, 8, '#8f8a86');
90
+ Rb(-1, 5, -1, 3, 9, 13, '#f4ead8');
91
+ Rb(-1, 5, -1, 3, 13, 13, '#ff8a3d');
92
+ Rb(0, 4, 3, 3, 10, 12, '#2b2d42');
93
+ Rb(1, 1, 3, 3, 11, 11, '#7ff9ff', true); Rb(3, 3, 3, 3, 11, 11, '#7ff9ff', true);
94
+ Rb(-2, -2, 0, 1, 10, 11, '#ff8a3d'); Rb(6, 6, 0, 1, 10, 11, wave ? '#b9b3ad' : '#ff8a3d');
95
+ Rb(2, 2, 1, 1, 14, 15, '#8f8a86'); Rb(2, 2, 1, 1, 16, 16, '#ff5a4f', true);
96
+ return { V, set, TOP };
97
+ }
98
+
99
+ // opts.at(v) -> appear time; voxels drop in from above over DROP seconds. Only landed voxels occlude / cast AO.
100
+ const DROP = 0.32;
101
+ function drawVoxels(ctx, V0, P, s, opts = {}) {
102
+ const t = opts.t ?? 99;
103
+ let V = V0;
104
+ const falling = [];
105
+ if (opts.at) {
106
+ V = new Map();
107
+ for (const [k, v] of V0) {
108
+ const a = opts.at(v);
109
+ if (t >= a + DROP) V.set(k, v);
110
+ else if (t > a) { const q = (t - a) / DROP; falling.push({ ...v, z: v.z + (1 - H.ease.out(q)) * 7, fall: true }); }
111
+ }
112
+ }
113
+ const has = (x, y, z) => V.has(K(x, y, z));
114
+ const L = [-0.42, -0.62, 0.66]; // toward light (back-left, high)
115
+ const shadowed = (px, py, pz) => {
116
+ for (let i = 1; i < 44; i++) {
117
+ const x = px + L[0] * i * 0.5, y = py + L[1] * i * 0.5, z = pz + L[2] * i * 0.5;
118
+ if (z > 40) return 0;
119
+ if (has(Math.floor(x), Math.floor(y), Math.floor(z))) return 1;
120
+ }
121
+ return 0;
122
+ };
123
+ const list = [...V.values(), ...falling];
124
+ list.sort((a, b) => depthOf(a.x, a.y, a.z) - depthOf(b.x, b.y, b.z));
125
+ const N = 4;
126
+ const glows = [];
127
+ for (let v of list) {
128
+ const v0 = v;
129
+ if (opts.cull) { const c = P(v.x + 0.5, v.y + 0.5, v.z + 0.5); if (c[0] < -s * 2 || c[0] > opts.cull[0] + s * 2 || c[1] < -s * 2 || c[1] > opts.cull[1] + s * 2) continue; }
130
+ for (const F of FACES) {
131
+ v = v0;
132
+ const fx = v.x + F.n[0], fy = v.y + F.n[1], fz = v.z + F.n[2];
133
+ if (!v.fall && has(fx, fy, fz)) continue;
134
+ const O = [v.x + F.o[0], v.y + F.o[1], v.z + F.o[2]];
135
+ const p0 = P(...O), p1 = P(O[0] + F.t1[0], O[1] + F.t1[1], O[2] + F.t1[2]), p3 = P(O[0] + F.t2[0], O[1] + F.t2[1], O[2] + F.t2[2]);
136
+ const e1 = [p1[0] - p0[0], p1[1] - p0[1]], e2 = [p3[0] - p0[0], p3[1] - p0[1]];
137
+ if (v.e && opts.power === false) v = { ...v, e: false, c: [70, 66, 88] };
138
+ if (v.fall) {
139
+ const c = v.c.map((ch, i) => ch * F.light * F.tint[i]);
140
+ const st = `rgb(${c[0] | 0},${c[1] | 0},${c[2] | 0})`;
141
+ ctx.fillStyle = st; ctx.strokeStyle = st; ctx.lineWidth = 0.6;
142
+ ctx.beginPath(); ctx.moveTo(p0[0], p0[1]); ctx.lineTo(p0[0] + e1[0], p0[1] + e1[1]); ctx.lineTo(p0[0] + e1[0] + e2[0], p0[1] + e1[1] + e2[1]); ctx.lineTo(p0[0] + e2[0], p0[1] + e2[1]); ctx.closePath(); ctx.fill(); ctx.stroke();
143
+ continue;
144
+ }
145
+ if (v.e) {
146
+ const c = H.mix(v.c, [255, 255, 255], F === FACES[0] ? 0.25 : 0.05);
147
+ const st = `rgb(${c[0] | 0},${c[1] | 0},${c[2] | 0})`;
148
+ ctx.fillStyle = st; ctx.strokeStyle = st; ctx.lineWidth = 0.6;
149
+ ctx.beginPath(); ctx.moveTo(p0[0], p0[1]); ctx.lineTo(p0[0] + e1[0], p0[1] + e1[1]); ctx.lineTo(p0[0] + e1[0] + e2[0], p0[1] + e1[1] + e2[1]); ctx.lineTo(p0[0] + e2[0], p0[1] + e2[1]); ctx.closePath(); ctx.fill(); ctx.stroke();
150
+ if (F === FACES[0] || F === FACES[1]) glows.push([p0[0] + (e1[0] + e2[0]) / 2, p0[1] + (e1[1] + e2[1]) / 2, v.c]);
151
+ continue;
152
+ }
153
+ // vertex AO
154
+ const occ = (a, b) => has(fx + a[0] + b[0], fy + a[1] + b[1], fz + a[2] + b[2]) ? 1 : 0;
155
+ const neg = (a) => [-a[0], -a[1], -a[2]], Z = [0, 0, 0];
156
+ const ao = [];
157
+ for (const [i, j] of [[0, 0], [1, 0], [0, 1], [1, 1]]) {
158
+ const d1 = i ? F.t1 : neg(F.t1), d2 = j ? F.t2 : neg(F.t2);
159
+ const s1 = occ(d1, Z), s2 = occ(d2, Z), cc = occ(d1, d2);
160
+ ao.push(s1 && s2 ? 3 : s1 + s2 + cc);
161
+ }
162
+ // shadow
163
+ const cx = O[0] + (F.t1[0] + F.t2[0]) / 2 + F.n[0] * 0.01, cy = O[1] + (F.t1[1] + F.t2[1]) / 2 + F.n[1] * 0.01, cz = O[2] + (F.t1[2] + F.t2[2]) / 2 + F.n[2] * 0.01;
164
+ const facing = F.n[0] * L[0] + F.n[1] * L[1] + F.n[2] * L[2];
165
+ const sh = facing > 0 ? shadowed(cx, cy, cz) : 0;
166
+ let base = v.c.map((ch, i) => ch * F.light * F.tint[i]);
167
+ if (sh) base = H.mix(base.map(ch => ch * 0.7), [96, 84, 150], 0.18);
168
+ // underside of island gets darker with depth (bounce light falloff)
169
+ if (opts.depthDark && v.z < 8) base = H.mix(base, [70, 50, 70], H.clamp((8 - v.z) / 16) * 0.5);
170
+ const any = ao[0] + ao[1] + ao[2] + ao[3];
171
+ const darkAt = (u, w) => { const a = H.lerp(H.lerp(ao[0], ao[1], u), H.lerp(ao[2], ao[3], u), w); return 1 - a * 0.13; };
172
+ if (!any) {
173
+ const st = `rgb(${base[0] | 0},${base[1] | 0},${base[2] | 0})`;
174
+ ctx.fillStyle = st; ctx.strokeStyle = st; ctx.lineWidth = 0.6;
175
+ ctx.beginPath(); ctx.moveTo(p0[0], p0[1]); ctx.lineTo(p0[0] + e1[0], p0[1] + e1[1]); ctx.lineTo(p0[0] + e1[0] + e2[0], p0[1] + e1[1] + e2[1]); ctx.lineTo(p0[0] + e2[0], p0[1] + e2[1]); ctx.closePath(); ctx.fill(); ctx.stroke();
176
+ } else {
177
+ for (let a = 0; a < N; a++) for (let b = 0; b < N; b++) {
178
+ const k = darkAt((a + 0.5) / N, (b + 0.5) / N);
179
+ const c = H.mix(base.map(ch => ch * k), [80, 60, 110], (1 - k) * 0.35);
180
+ const st = `rgb(${c[0] | 0},${c[1] | 0},${c[2] | 0})`;
181
+ const u0 = a / N, u1 = (a + 1) / N, w0 = b / N, w1 = (b + 1) / N;
182
+ ctx.fillStyle = st; ctx.strokeStyle = st; ctx.lineWidth = 0.5;
183
+ ctx.beginPath();
184
+ ctx.moveTo(p0[0] + e1[0] * u0 + e2[0] * w0, p0[1] + e1[1] * u0 + e2[1] * w0);
185
+ ctx.lineTo(p0[0] + e1[0] * u1 + e2[0] * w0, p0[1] + e1[1] * u1 + e2[1] * w0);
186
+ ctx.lineTo(p0[0] + e1[0] * u1 + e2[0] * w1, p0[1] + e1[1] * u1 + e2[1] * w1);
187
+ ctx.lineTo(p0[0] + e1[0] * u0 + e2[0] * w1, p0[1] + e1[1] * u0 + e2[1] * w1);
188
+ ctx.closePath(); ctx.fill(); ctx.stroke();
189
+ }
190
+ }
191
+ }
192
+ }
193
+ return glows;
194
+ }
195
+
196
+ // ================= EXPLAINER: one long voxel island; the camera trucks along it and each zone is built from falling voxels =================
197
+ const SPR = {
198
+ cat: ['X...X', 'XXXXX', 'XoXoX', 'XXnXX', '.XXX.'],
199
+ dog: ['.XXX.', 'EXXXE', 'EoXoE', 'XXnXX', '.XXX.'],
200
+ x: ['X...X', '.X.X.', '..X..', '.X.X.', 'X...X'],
201
+ ok: ['....X', '...X.', 'X.X..', '.X...', '.....'],
202
+ };
203
+ function vxBlockTag(ctx, x, y, text, o = {}) {
204
+ ctx.save();
205
+ ctx.font = o.font || '400 28px "Silkscreen"';
206
+ const fsz = parseInt((ctx.font.match(/(\d+)px/) || [0, 22])[1]);
207
+ const w = Math.ceil(ctx.measureText(text).width) + fsz * 1.3, h = o.h || Math.round(fsz * 1.8), k = o.k ?? 1, d = o.d ?? 5;
208
+ ctx.translate(Math.round(x), Math.round(y)); ctx.scale(k, k);
209
+ const bg = H.hex(o.bg || '#fff4e2');
210
+ ctx.fillStyle = H.rgba(bg.map(c => c * 0.62)); ctx.beginPath(); ctx.moveTo(w / 2, -h / 2); ctx.lineTo(w / 2 + d, -h / 2 + d); ctx.lineTo(w / 2 + d, h / 2 + d); ctx.lineTo(w / 2, h / 2); ctx.fill();
211
+ ctx.fillStyle = H.rgba(bg.map(c => c * 0.78)); ctx.beginPath(); ctx.moveTo(-w / 2, h / 2); ctx.lineTo(w / 2, h / 2); ctx.lineTo(w / 2 + d, h / 2 + d); ctx.lineTo(-w / 2 + d, h / 2 + d); ctx.fill();
212
+ // soft cast shadow (front face only) so tags read as floating UI above the diorama
213
+ ctx.save(); ctx.shadowColor = `rgba(90,50,30,${0.35 * (ctx.globalAlpha ?? 1)})`; ctx.shadowBlur = 12 * k; ctx.shadowOffsetY = 6 * k; ctx.shadowOffsetX = 2 * k;
214
+ ctx.fillStyle = H.rgba(bg); ctx.fillRect(-w / 2, -h / 2, w, h); ctx.restore();
215
+ ctx.fillStyle = H.rgba(bg); ctx.fillRect(-w / 2, -h / 2, w, h);
216
+ ctx.fillStyle = 'rgba(255,255,255,0.45)'; ctx.fillRect(-w / 2, -h / 2, w, 2); ctx.fillRect(-w / 2, -h / 2, 2, h);
217
+ ctx.fillStyle = o.col || '#74432d'; ctx.textAlign = 'center'; ctx.textBaseline = 'middle'; ctx.fillText(text, 0, 1);
218
+ ctx.restore();
219
+ }
220
+ let VX_TEXT = null, VX_SH = null, VX_GR = null;
221
+ function vxRaster(str) {
222
+ if (!VX_TEXT) VX_TEXT = {};
223
+ if (!VX_TEXT[str]) {
224
+ const c = H.layer(200, 12), x = c.getContext('2d', { willReadFrequently: true });
225
+ x.font = '400 8px "Silkscreen"'; x.textBaseline = 'top'; x.fillStyle = '#000'; x.fillText(str, 0, 1);
226
+ const d = x.getImageData(0, 0, 200, 12).data, px = []; let maxX = 0;
227
+ for (let yy = 0; yy < 12; yy++) for (let xx = 0; xx < 200; xx++) if (d[(yy * 200 + xx) * 4 + 3] > 110) { px.push([xx, yy]); maxX = Math.max(maxX, xx); }
228
+ VX_TEXT[str] = { px, w: maxX + 1 };
229
+ }
230
+ return VX_TEXT[str];
231
+ }
232
+ function vxPixelText(ctx, str, cx, cy, ts, colTop, colBot, align = 'center', prog = 1) {
233
+ // rasterise Silkscreen 8px and extrude each pixel as a block (oblique), like the still's title
234
+ const T = vxRaster(str);
235
+ const ox = align === 'center' ? cx - T.w * ts / 2 : cx, oy = cy - 5 * ts;
236
+ const set = new Set(T.px.map(p => p[0] + ',' + p[1]));
237
+ const dx = ts * 0.42;
238
+ const vis = T.px.filter(p => p[0] <= T.w * prog);
239
+ for (const [x, y] of vis) {
240
+ const sx = ox + x * ts, sy = oy + y * ts, c = H.mix(colTop, colBot, y / 9);
241
+ if (!set.has((x + 1) + ',' + y)) { ctx.fillStyle = H.rgba(c.map(v => v * 0.62)); ctx.beginPath(); ctx.moveTo(sx + ts, sy); ctx.lineTo(sx + ts + dx, sy + dx); ctx.lineTo(sx + ts + dx, sy + ts + dx); ctx.lineTo(sx + ts, sy + ts); ctx.fill(); }
242
+ if (!set.has(x + ',' + (y + 1))) { ctx.fillStyle = H.rgba(c.map(v => v * 0.78)); ctx.beginPath(); ctx.moveTo(sx, sy + ts); ctx.lineTo(sx + ts, sy + ts); ctx.lineTo(sx + ts + dx, sy + ts + dx); ctx.lineTo(sx + dx, sy + ts + dx); ctx.fill(); }
243
+ }
244
+ for (const [x, y] of vis) {
245
+ const sx = ox + x * ts, sy = oy + y * ts, c = H.mix(colTop, colBot, y / 9);
246
+ ctx.fillStyle = H.rgba(c); ctx.fillRect(sx - 0.3, sy - 0.3, ts + 0.6, ts + 0.6);
247
+ if (!set.has(x + ',' + (y - 1))) { ctx.fillStyle = 'rgba(255,255,255,0.35)'; ctx.fillRect(sx, sy, ts, Math.max(1, ts * 0.14)); }
248
+ }
249
+ return T.w * ts;
250
+ }
251
+ function vxExplainer(ctx, W, H_, t) {
252
+ const ph = (a, b) => H.clamp((t - a) / (b - a));
253
+ const E = (a, b) => H.ease.inOut(ph(a, b));
254
+ const EO = (a, b) => H.ease.out(ph(a, b));
255
+ const step = (v, n) => Math.floor(v * n) / n; // stepped timing for blocky numbers
256
+ const hsh = (x, y, z) => { const q = Math.sin(x * 12.9898 + y * 78.233 + z * 37.719) * 43758.5453; return q - Math.floor(q); };
257
+ // ---------- camera: [t, fx, fy, fz, scale, yaw] ----------
258
+ const KF = [[0, 33, 10, 3, 8.6, 0.48], [1.7, 33, 10, 3, 9.2, 0.52], [2.9, 15, 11, 10, 23, 0.62], [5.8, 17, 11, 10, 23, 0.6], [6.9, 38, 12, 11, 21.5, 0.7], [10.2, 38, 12, 11, 21.5, 0.66], [11.1, 55, 9, 13, 23, 0.55], [12.8, 55, 9, 13, 23, 0.58], [13.7, 33, 10, 3, 9.2, 0.62], [20, 33, 10, 3, 9.2, 0.64]];
259
+ let k = 0; while (k < KF.length - 2 && t > KF[k + 1][0]) k++;
260
+ const A = KF[k], B = KF[k + 1], u = H.ease.inOut(H.clamp((t - A[0]) / (B[0] - A[0])));
261
+ const L = (i) => H.lerp(A[i], B[i], u);
262
+ setYaw(L(5));
263
+ const fx = L(1), fy = L(2), fz = L(3), s = L(4);
264
+ const bob = Math.sin(t * 1.4) * 3;
265
+ const P = (x, y, z) => [640 + ((x - fx) * ca - (y - fy) * sa) * s, 380 + bob + ((x - fx) * sa + (y - fy) * ca) * sP * s - (z - fz) * cP * s];
266
+
267
+ // ---------- background ----------
268
+ const bg = ctx.createLinearGradient(0, 0, 0, H_);
269
+ bg.addColorStop(0, '#ffe6c9'); bg.addColorStop(0.6, '#fbd6b8'); bg.addColorStop(1, '#f2c3a6');
270
+ ctx.fillStyle = bg; ctx.fillRect(0, 0, W, H_);
271
+ const g0 = ctx.createRadialGradient(640, 380, 50, 640, 380, 640);
272
+ g0.addColorStop(0, 'rgba(255,248,236,0.85)'); g0.addColorStop(1, 'rgba(255,248,236,0)');
273
+ ctx.fillStyle = g0; ctx.fillRect(0, 0, W, H_);
274
+
275
+ // ---------- world ----------
276
+ const V = new Map();
277
+ const at = new Map(); // voxel key -> appear time
278
+ const set = (x, y, z, c, e, a = 0) => { const kk = K(x, y, z); V.set(kk, { x, y, z, c: Array.isArray(c) ? c : H.hex(c), e: !!e }); at.set(kk, a); };
279
+ const fill = (x0, x1, y0, y1, z0, z1, c, e, a = 0) => { for (let x = x0; x <= x1; x++) for (let y = y0; y <= y1; y++) for (let z = z0; z <= z1; z++) set(x, y, z, c, e, a); };
280
+ const nz = H.makeNoise(4), r = H.rng(8);
281
+ const TOP = 5;
282
+ for (let x = 0; x < 68; x++) for (let y = 0; y < 22; y++) {
283
+ const e = Math.pow(Math.abs(x - 33.5) / 34, 6) + Math.pow(Math.abs(y - 10.5) / 11, 4) + nz.n2(x * 0.25, y * 0.25) * 0.18;
284
+ if (e > 1) continue;
285
+ for (let kk = 0; kk < 6; kk++) {
286
+ if (kk > 1 && e > 1 - kk * 0.13) break;
287
+ const z = TOP - kk;
288
+ const c = kk === 0 ? H.mix('#9fcb55', '#b9d65e', H.clamp(0.5 + nz.n2(x * 0.4, y * 0.4) * 0.8 + (r() - 0.5) * 0.3)) : kk <= 2 ? H.mix('#d08a4f', '#c27c4a', r()) : H.mix('#a9653e', '#8d5a44', r());
289
+ set(x, y, z, c, false, 0.05 + (kk === 0 ? 0.9 : (5 - kk) * 0.15) + hsh(x, y, z) * 0.35 + Math.abs(x - 33) * 0.006);
290
+ }
291
+ }
292
+ // trees + flowers (decor)
293
+ const tree = (x, y, h, rad, pal, a0) => {
294
+ const tr = H.rng(x * 31 + y);
295
+ fill(x, x, y, y, TOP + 1, TOP + h, '#8a5a3b', false, a0);
296
+ const cz = TOP + h + rad * 0.6;
297
+ for (let dx = -Math.ceil(rad); dx <= rad; dx++) for (let dy = -Math.ceil(rad); dy <= rad; dy++) for (let dz = -Math.ceil(rad); dz <= rad + 1; dz++) if (Math.hypot(dx, dy, dz * 0.9) + tr.range(-0.35, 0.35) <= rad) set(x + dx, y + dy, Math.round(cz + dz), tr.pick(pal), false, a0 + 0.15 + (dz + rad) * 0.03);
298
+ };
299
+ const GREEN = [H.hex('#6fb04a'), H.hex('#86c35a'), H.hex('#5f9f42')], AUT = [H.hex('#ffad3b'), H.hex('#ff9a2e'), H.hex('#ffc14d')];
300
+ tree(3, 3, 3, 2.2, GREEN, 1.2); tree(24, 3, 2, 1.8, AUT, 1.3); tree(41, 2, 3, 2.0, GREEN, 1.4); tree(64, 15, 2, 1.8, AUT, 1.5); tree(2, 18, 2, 1.6, GREEN, 1.25);
301
+ const fr = H.rng(14);
302
+ for (let i = 0; i < 40; i++) { const x = fr.int(2, 65), y = fr.int(1, 20); if (!V.has(K(x, y, TOP)) || V.has(K(x, y, TOP + 1))) continue; if (y > 11 && y < 17 && x < 45) continue; set(x, y, TOP + 1, fr.pick(['#ff6b6b', '#fff3d6', '#ffd23f', '#ff9ecb']), false, 1.4 + fr() * 0.4); }
303
+
304
+ // --- zone A: data (towers of example cards + conveyor into the robot) ---
305
+ const ZA = 2.3; // zone props drop in as the camera arrives
306
+ fill(3, 26, 13, 15, TOP + 1, TOP + 1, '#5b5468', false, ZA);
307
+ for (let x = 3; x <= 26; x += 3) set(x, 13, TOP + 1, '#8f8a86', false, ZA); // rollers
308
+ const towerH = Math.floor(1 + 8 * Math.pow(EO(2.7, 5.8), 1.1));
309
+ [[5, 5, '#c9c2f2'], [11, 6, '#f2c9a0'], [17, 5, '#c9c2f2']].forEach(([x, y, c], ti) => {
310
+ for (let z = 0; z < towerH - ti % 2; z++) fill(x, x + 3, y, y + 2, TOP + 1 + z, TOP + 1 + z, z % 2 ? '#fff4e2' : c, false, z === 0 ? ZA : 2.7 + z * 0.36 + ti * 0.05);
311
+ });
312
+ // cards: 7x1x7 voxel pixel-art pictures riding the belt in whole-voxel steps
313
+ const card = (x0, kind, a0, test) => {
314
+ const spr = SPR[kind], fur = kind === 'cat' ? H.hex('#b9b0f0') : H.hex('#e8b07a'), ear = kind === 'cat' ? fur : H.hex('#b07a4a');
315
+ for (let cx = 0; cx < 7; cx++) for (let cz = 0; cz < 7; cz++) {
316
+ let c = H.hex(test ? '#ffd9cf' : '#fff8ee');
317
+ if (cx > 0 && cx < 6 && cz > 0 && cz < 6) { const ch = spr[cz - 1][cx - 1]; if (ch === 'X') c = fur; else if (ch === 'E') c = ear; else if (ch === 'o' || ch === 'n') c = H.hex('#2b2d42'); }
318
+ set(x0 + cx, 14, TOP + 8 - cz, c, false, a0);
319
+ }
320
+ };
321
+ const cardsOn = [];
322
+ if (t > 2.6 && t < 6.6) for (let j = 0; j < 6; j++) {
323
+ const x = Math.floor((t - 2.6) * 7.5) - j * 9 + 3;
324
+ if (x < 3 || x > 20) continue;
325
+ const kind = (j * 5 + 2) % 3 === 0 ? 'dog' : (j % 2 ? 'cat' : 'dog');
326
+ card(x, kind, -1); cardsOn.push([x, kind]);
327
+ }
328
+ let testX = null;
329
+ if (t > 5.9 && t < 7.0) { testX = Math.min(20, 3 + Math.floor(E(5.9, 6.9) * 17)); card(testX, 'cat', -1, true); }
330
+
331
+ // --- zone B: the robot model + answer board ---
332
+ const ZB = 5.95;
333
+ const rx = 30, ry = 11, rz = TOP + 1;
334
+ const Rb = (x0, x1, y0, y1, z0, z1, c, e) => { for (let x = x0; x <= x1; x++) for (let y = y0; y <= y1; y++) for (let z = z0; z <= z1; z++) set(rx + x, ry + y, rz + z, c, e, ZB + (z + 0) * 0.045 + hsh(x, y, z) * 0.1); };
335
+ const adjusting = t > 8.6 && t < 9.4, adjusted = t >= 9.4;
336
+ Rb(0, 1, 0, 2, 0, 0, '#4a4458'); Rb(3, 4, 0, 2, 0, 0, '#4a4458');
337
+ Rb(0, 1, 0, 1, 1, 2, '#b9b3ad'); Rb(3, 4, 0, 1, 1, 2, '#b9b3ad');
338
+ Rb(-1, 5, -1, 2, 3, 7, '#f4ead8'); Rb(-1, 5, -1, 2, 3, 3, '#e3d6c0');
339
+ // chest "weights" equaliser: three emissive bars that re-level when the model adjusts
340
+ const eqA = [1, 3, 2], eqB = [3, 2, 3];
341
+ const jig = adjusting ? Math.floor(t * 12) % 3 : -1;
342
+ for (let b = 0; b < 3; b++) {
343
+ const hb = adjusted ? eqB[b] : adjusting ? 1 + ((b + jig) % 3) : eqA[b];
344
+ for (let z = 0; z < 3; z++) Rb(1 + b, 1 + b, 2, 2, 4 + z, 4 + z, z < hb ? (adjusting ? '#ff8a3d' : '#7ff9ff') : '#3a3650', z < hb);
345
+ }
346
+ Rb(-2, -2, 0, 1, 4, 7, '#b9b3ad'); Rb(-2, -2, 0, 1, 3, 3, '#4a4458');
347
+ Rb(6, 6, 0, 1, 4, 7, '#b9b3ad'); Rb(6, 6, 0, 1, 3, 3, '#4a4458');
348
+ Rb(1, 3, 0, 1, 8, 8, '#8f8a86');
349
+ Rb(-1, 5, -1, 3, 9, 13, '#f4ead8'); Rb(-1, 5, -1, 3, 13, 13, '#ff8a3d');
350
+ Rb(0, 4, 3, 3, 10, 12, '#2b2d42');
351
+ const eyeCol = (t > 8.0 && t < 8.6 && Math.floor(t * 10) % 2) ? '#ff5a4f' : '#7ff9ff';
352
+ Rb(1, 1, 3, 3, 11, 11, eyeCol, true); Rb(3, 3, 3, 3, 11, 11, eyeCol, true);
353
+ Rb(-2, -2, 0, 1, 10, 11, '#ff8a3d'); Rb(6, 6, 0, 1, 10, 11, '#ff8a3d');
354
+ Rb(2, 2, 1, 1, 14, 15, '#8f8a86'); Rb(2, 2, 1, 1, 16, 16, adjusting && Math.floor(t * 8) % 2 ? '#ffd23f' : '#ff5a4f', true);
355
+ // answer board
356
+ const BX0 = 39, BY = 12, BZ0 = TOP + 5;
357
+ const wrongFlash = t > 7.4 && t < 9.4 ? (Math.floor(t * 6) % 2 === 0 || t > 8.0) : false;
358
+ const boardCol = t >= 9.4 ? '#d8f5e6' : wrongFlash ? '#ffd2cc' : '#fff8ee';
359
+ fill(BX0 + 4, BX0 + 5, BY, BY, TOP + 1, BZ0 - 1, '#8f8a86', false, 6.2);
360
+ for (let x = BX0; x <= BX0 + 9; x++) for (let z = BZ0; z <= BZ0 + 5; z++) {
361
+ const edge = x === BX0 || x === BX0 + 9 || z === BZ0 || z === BZ0 + 5;
362
+ set(x, BY, z, edge ? '#5b5468' : boardCol, false, 6.25 + (z - BZ0) * 0.05);
363
+ }
364
+ // verdict sprite in voxels beside the board
365
+ if (t > 7.4 && t < 10.7) {
366
+ const ok = t >= 9.4, spr = ok ? SPR.ok : SPR.x, col = ok ? '#3ccf9a' : '#ff5a4f', a0 = ok ? 9.4 : 7.4;
367
+ for (let i = 0; i < 5; i++) for (let j = 0; j < 5; j++) if (spr[j][i] === 'X') set(BX0 + 11 + i, BY, BZ0 + 5 - j, col, true, a0 + i * 0.02);
368
+ }
369
+ // --- zone C: voxel bar chart, one column per training round, stacked block by block ---
370
+ const ACCS = [61, 72, 80, 86, 90, 93, 95, 97];
371
+ fill(46, 63, 7, 10, TOP + 1, TOP + 1, '#e3d6c0', false, 10.6);
372
+ let topBlock = null;
373
+ ACCS.forEach((a, i) => {
374
+ const hgt = Math.round((a - 50) / 50 * 14);
375
+ for (let z = 0; z < hgt; z++) {
376
+ const a0 = 10.9 + i * 0.2 + z * 0.035;
377
+ if (t < a0) continue;
378
+ fill(47 + i * 2, 47 + i * 2, 8, 9, TOP + 2 + z, TOP + 2 + z, i === 7 ? '#ff8a3d' : (z % 2 ? '#7fc8e8' : '#9fd8f0'), false, a0);
379
+ topBlock = [47 + i * 2 + 0.5, 9, TOP + 3 + z, i];
380
+ }
381
+ });
382
+
383
+ // ---------- soft ground shadow far below the floating island (as in the still) ----------
384
+ {
385
+ const sw = W >> 2, shh = H_ >> 2;
386
+ if (!VX_SH || VX_SH.width !== sw) VX_SH = H.layer(sw, shh);
387
+ const lc = VX_SH.getContext('2d'); lc.clearRect(0, 0, sw, shh);
388
+ lc.save(); lc.filter = `blur(${Math.max(2, s * 0.36).toFixed(1)}px)`; lc.fillStyle = 'rgb(150,80,70)'; lc.beginPath();
389
+ const GZ = -17; // ground plane, shifted away from the back-left light
390
+ for (let i = 0; i <= 40; i++) { const a = i / 40 * Math.PI * 2, q = P(33.5 + 4 + Math.cos(a) * 30, 10.5 + 6 + Math.sin(a) * 10, GZ); i ? lc.lineTo(q[0] / 4, q[1] / 4) : lc.moveTo(q[0] / 4, q[1] / 4); }
391
+ lc.fill(); lc.restore();
392
+ ctx.save(); ctx.globalAlpha = 0.26 * EO(0.3, 2.0); ctx.drawImage(VX_SH, 0, 0, W, H_); ctx.restore();
393
+ }
394
+
395
+ // ---------- render voxels (drop-in per voxel) ----------
396
+ const glows = drawVoxels(ctx, V, P, s, { depthDark: true, t, at: (v) => at.get(K(v.x, v.y, v.z)), cull: [W, H_] });
397
+ ctx.globalCompositeOperation = 'lighter';
398
+ for (const [x, y, c] of glows) { const rr = s * 1.3; const g = ctx.createRadialGradient(x, y, 1, x, y, rr); g.addColorStop(0, H.rgba(c, 0.5)); g.addColorStop(1, H.rgba(c, 0)); ctx.fillStyle = g; ctx.fillRect(x - rr, y - rr, rr * 2, rr * 2); }
399
+ ctx.globalCompositeOperation = 'source-over';
400
+
401
+ // ---------- voxel-chain arrows (little cubes along a 3D arc, stepped) ----------
402
+ const cube = (x, y, z, sz, col) => {
403
+ const c = H.hex(col), h = sz / 2;
404
+ const p = (a, b, cc) => P(x + a, y + b, z + cc);
405
+ const face = (pts, kf) => { ctx.fillStyle = H.rgba(c.map(v => v * kf)); ctx.beginPath(); pts.forEach((q, i) => i ? ctx.lineTo(q[0], q[1]) : ctx.moveTo(q[0], q[1])); ctx.closePath(); ctx.fill(); };
406
+ face([p(-h, -h, h), p(h, -h, h), p(h, h, h), p(-h, h, h)], 1);
407
+ face([p(-h, h, -h), p(h, h, -h), p(h, h, h), p(-h, h, h)], 0.8);
408
+ face([p(h, -h, -h), p(h, h, -h), p(h, h, h), p(h, -h, h)], 0.64);
409
+ };
410
+ const chain = (a, b, lift, prog, col, n = 14) => {
411
+ const pts = [];
412
+ for (let i = 0; i <= n; i++) { const uu = i / n; pts.push([H.lerp(a[0], b[0], uu), H.lerp(a[1], b[1], uu), H.lerp(a[2], b[2], uu) + Math.sin(uu * Math.PI) * lift]); }
413
+ const m = Math.floor(prog * n);
414
+ const list = pts.slice(0, m + 1).map((p, i) => ({ p, i })).sort((q, w) => depthOf(...q.p) - depthOf(...w.p));
415
+ for (const { p, i } of list) cube(p[0], p[1], p[2], i === m && prog >= 1 ? 0.9 : 0.55, col);
416
+ return pts;
417
+ };
418
+ // data -> robot
419
+ if (t > 3.3 && t < 6.6) chain([12, 14, TOP + 11], [29, 12, TOP + 12], 3.5, step(E(3.3, 4.3), 14), '#74432d');
420
+ // loop arrows
421
+ if (t > 6.8 && t < 10.6) {
422
+ chain([35, 12, TOP + 13], [41, BY, BZ0 + 7], 3, step(E(6.8, 7.2), 10), '#74432d', 10);
423
+ if (t > 8.0) chain([45, BY, BZ0 + 7], [32, 12, TOP + 18], 5, step(E(8.0, 8.6), 16), '#ff5a4f', 16);
424
+ }
425
+ // error packet riding the red chain
426
+ if (t > 8.0 && t < 8.75) { const uu = step(E(8.0, 8.6), 16); const p = [H.lerp(45, 32, uu), H.lerp(BY, 12, uu), H.lerp(BZ0 + 7, TOP + 18, uu) + Math.sin(uu * Math.PI) * 5 + 0.8]; cube(p[0], p[1], p[2], 1.2, '#ff5a4f'); }
427
+
428
+ // ---------- overlays that land on things ----------
429
+ const planeY = (x0, y, z0) => { const o = P(x0, y, z0), ex = P(x0 + 1, y, z0), ez = P(x0, y, z0 - 1); ctx.transform(ex[0] - o[0], ex[1] - o[1], ez[0] - o[0], ez[1] - o[1], o[0], o[1]); };
430
+ // counter tag rects (screen space) so belt tags that slide under the counter fade out instead of peeking out
431
+ const cntRects = [];
432
+ if (t > 2.7 && t < 6.9) {
433
+ const p = P(12.5, 6, TOP + towerH + 3), kk2 = H.ease.back(ph(2.8, 3.1)) * (1 - ph(6.5, 6.9));
434
+ ctx.save(); ctx.font = '400 54px "Silkscreen"'; const w1 = (ctx.measureText('1,000,000').width + 54 * 1.3) * kk2; ctx.font = '400 28px "Silkscreen"'; const w2 = (ctx.measureText('EXAMPLES').width + 28 * 1.3) * kk2; ctx.restore();
435
+ cntRects.push([p[0] - w1 / 2 - 6, p[1] - 80 - 43 * kk2 - 6, p[0] + w1 / 2 + 14, p[1] - 80 + 43 * kk2 + 14]);
436
+ cntRects.push([p[0] - w2 / 2 - 6, p[1] - 14 - 25 * kk2 - 6, p[0] + w2 / 2 + 12, p[1] - 14 + 25 * kk2 + 12]);
437
+ }
438
+ const tagVis = (x, y) => { const hw = 50, hh = 26; let v = 1; for (const [x0, y0, x1, y1] of cntRects) { const ox = Math.max(0, Math.min(x + hw, x1) - Math.max(x - hw, x0)), oy = Math.max(0, Math.min(y + hh, y1) - Math.max(y - hh, y0)); v = Math.min(v, 1 - H.clamp(ox * oy / (hw * hh * 4) * 4)); } return v; };
439
+ for (const [x, kind] of cardsOn) { const p = P(x + 3.5, 14, TOP + 10.5); vxBlockTag(ctx, p[0], p[1] - 10, kind.toUpperCase(), { k: EO(2.6, 2.9) * H.clamp((20 - x) / 3) * tagVis(p[0], p[1] - 10), font: '400 28px "Silkscreen"', d: 4 }); }
440
+ if (testX !== null) { const p = P(testX + 3.5, 14, TOP + 10.5); vxBlockTag(ctx, p[0], p[1] - 10, '?', { bg: '#ff8a3d', col: '#fff', d: 4 }); }
441
+ // counter
442
+ if (t > 2.7 && t < 6.9) {
443
+ const cnt = Math.floor(1e6 * Math.pow(EO(2.9, 5.7), 1.6) / 1000) * 1000 + (t > 5.7 ? 0 : Math.floor(hsh(Math.floor(t * 12), 1, 1) * 999));
444
+ const p = P(12.5, 6, TOP + towerH + 3);
445
+ { const kk2 = H.ease.back(ph(2.8, 3.1)) * (1 - ph(6.5, 6.9)); vxBlockTag(ctx, p[0], p[1] - 80, Math.min(1e6, cnt).toLocaleString('en-US'), { k: kk2, font: '400 54px "Silkscreen"', h: 86, d: 8 }); vxBlockTag(ctx, p[0], p[1] - 14, 'EXAMPLES', { k: kk2, bg: '#74432d', col: '#fff4e2' }); }
446
+ }
447
+ if (t > 4.1 && t < 6.6) { const p = P(30, 12, TOP + 15); vxBlockTag(ctx, p[0], p[1], 'INTO THE MODEL', { k: H.ease.back(ph(4.1, 4.4)) * (1 - ph(6.3, 6.6)), font: '400 28px "Silkscreen"', bg: '#74432d', col: '#fff4e2', d: 4 }); }
448
+ // board text drawn in the board's plane
449
+ if (t > 7.0 && t < 10.9) {
450
+ ctx.save(); planeY(BX0 + 1.3, BY + 1, BZ0 + 3.9);
451
+ ctx.font = '400 2.7px "Silkscreen"'; ctx.fillStyle = '#2b2d42'; ctx.textBaseline = 'top';
452
+ ctx.fillText(t >= 9.4 ? 'CAT' : 'DOG?', 0.4, 0); ctx.restore();
453
+ }
454
+ if (t > 6.8 && t < 10.6) {
455
+ const fade = 1 - ph(10.3, 10.6);
456
+ ctx.save(); ctx.globalAlpha = fade;
457
+ const g = P(38, 12, TOP + 16.5); vxBlockTag(ctx, g[0] + 28, g[1] - 6, '1 GUESS', { k: H.ease.back(ph(6.9, 7.2)) });
458
+ if (t > 7.4) { const c = P(BX0 + 5, BY, BZ0 + 7.5); vxBlockTag(ctx, c[0], c[1] - 14, '2 CHECK', { k: H.ease.back(ph(7.45, 7.75)) }); }
459
+ if (t > 7.6 && t < 9.4) { const c = P(BX0 + 5, BY + 1, BZ0 - 1.2); vxBlockTag(ctx, c[0], c[1] + 10, 'ANSWER: CAT', { k: H.ease.back(ph(7.65, 7.95)), bg: '#2b2d42', col: '#fff4e2', font: '400 28px "Silkscreen"', d: 4 }); }
460
+ if (t > 8.4) { const c = P(rx + 2, ry + 3, rz + 2); vxBlockTag(ctx, c[0] - 70, c[1], '3 ADJUST', { k: H.ease.back(ph(8.5, 8.8)), bg: '#ff8a3d', col: '#fff' }); }
461
+ if (t > 8.1 && t < 9.3) { const c = P(37, 13, TOP + 21); vxBlockTag(ctx, c[0], c[1], 'ERROR!', { k: H.ease.back(ph(8.1, 8.3)), bg: '#ffd2cc', col: '#c2382a', font: '400 28px "Silkscreen"', d: 4 }); }
462
+ if (t >= 9.4) { const c = P(BX0 + 13, BY, BZ0 + 7.5); vxBlockTag(ctx, c[0], c[1] - 14, 'GUESS AGAIN', { k: H.ease.back(ph(9.45, 9.75)), bg: '#3ccf9a', col: '#fff' }); }
463
+ // emphasis: blocky bracket corners closing in on the wrong answer
464
+ if (t > 7.4 && t < 9.4) {
465
+ const a = P(BX0 - 0.5, BY + 1, BZ0 + 6.5), b = P(BX0 + 16.5, BY + 1, BZ0 - 0.5), pad = 26 * (1 - EO(7.4, 7.7)) + 8;
466
+ const xs = [Math.min(a[0], b[0]) - pad, Math.max(a[0], b[0]) + pad], ys = [Math.min(a[1], b[1]) - pad, Math.max(a[1], b[1]) + pad];
467
+ ctx.fillStyle = '#ff5a4f'; const L2 = 22, th = 6;
468
+ if (Math.floor(t * 8) % 2 === 0 || t > 7.9) for (const X of xs) for (const Y of ys) { const sx = X === xs[0] ? 1 : -1, sy = Y === ys[0] ? 1 : -1; ctx.fillRect(sx > 0 ? X : X - L2, sy > 0 ? Y : Y - th, L2, th); ctx.fillRect(sx > 0 ? X : X - th, sy > 0 ? Y : Y - L2, th, L2); }
469
+ }
470
+ ctx.restore();
471
+ }
472
+ // accuracy counter riding the newest column
473
+ if (t > 10.9 && topBlock) {
474
+ const cur = Math.round(H.lerp(61, 97, step(H.ease.inOut(ph(11.0, 12.6)), 36)));
475
+ const p = P(topBlock[0], topBlock[1], topBlock[2] + 1.5);
476
+ // baseline label sits behind the moving accuracy tags (they float in front), nudged left to overlap less
477
+ if (t > 11.2 && t < 13.3) { const q = P(47.5, 9, TOP + 2 + 7 + 1.2); vxBlockTag(ctx, q[0] - 30, q[1] - 14, 'ROUND 1: 61%', { k: EO(11.2, 11.5) * (1 - ph(13.0, 13.3)), font: '400 28px "Silkscreen"', d: 4 }); }
478
+ const pop = t > 12.6 ? 1 + 0.2 * Math.sin(Math.min(1, (t - 12.6) / 0.35) * Math.PI) : 1;
479
+ { const kk2 = H.ease.back(ph(10.95, 11.25)) * pop; vxBlockTag(ctx, p[0], p[1] - 66, `${cur}%`, { k: kk2, font: '400 60px "Silkscreen"', h: 94, bg: cur >= 97 ? '#ff8a3d' : '#fff4e2', col: cur >= 97 ? '#fff' : '#74432d', d: 8 }); vxBlockTag(ctx, p[0], p[1] - 140, 'ACCURACY', { k: kk2, bg: '#74432d', col: '#fff4e2' }); }
480
+ if (t < 13.3) { const q = P(55, 10.5, TOP + 1); ctx.save(); ctx.globalAlpha = EO(11.0, 11.5) * (1 - ph(13.0, 13.3)); vxBlockTag(ctx, q[0] - 20, q[1] + 30, 'TRAINING ROUNDS ->', { font: '400 28px "Silkscreen"', d: 4, bg: '#74432d', col: '#fff4e2' }); ctx.restore(); }
481
+ if (t > 12.6 && t < 13.4) { ctx.save(); ctx.globalAlpha = 1 - ph(12.6, 13.4); ctx.fillStyle = '#ff8a3d'; const rr = 40 + 60 * EO(12.6, 13.4); for (let i = 0; i < 12; i++) { const a = i / 12 * Math.PI * 2; ctx.fillRect(Math.round(p[0] + Math.cos(a) * rr * 1.6 - 4), Math.round(p[1] - 24 + Math.sin(a) * rr - 4), 8, 8); } ctx.restore(); }
482
+ }
483
+ // ---------- hook (blocky extruded pixel title) → header ----------
484
+ {
485
+ const sh = E(1.4, 2.4);
486
+ const ts = H.lerp(7.4, 3.6, sh), prog = step(EO(0.15, 0.9), 18);
487
+ const yHook = 170;
488
+ const tw = vxRaster('HOW DOES AI LEARN?').w * ts;
489
+ const x = H.lerp(640 - tw / 2, 44, sh), y = H.lerp(yHook, 58, sh);
490
+ if (sh > 0) { ctx.save(); ctx.globalAlpha = sh; const bx = x - 12, by = y - 4.6 * ts - 8, bw = tw + 26, bh = 9 * ts + 14, d = 5;
491
+ ctx.fillStyle = '#b89a80'; ctx.fillRect(bx + d, by + d, bw, bh); ctx.fillStyle = '#fff4e2'; ctx.fillRect(bx, by, bw, bh); ctx.restore(); }
492
+ vxPixelText(ctx, 'HOW DOES AI LEARN?', x, y, ts, H.hex('#8a5236'), H.hex('#ff7a2f'), 'left', prog);
493
+ }
494
+ // ---------- takeaway ----------
495
+ if (t > 13.0) {
496
+ const kk = H.ease.back(ph(13.0, 13.45));
497
+ vxBlockTag(ctx, 640, 630, 'More examples → better guesses', { k: kk, font: '700 44px "Fredoka"', h: 82, d: 8 });
498
+ }
499
+ H.vignette(ctx, W, H_, 0.18, '120,60,40');
500
+ // static fine grain like the still's H.grain(0.025, seed 3), cached as a light/dark speckle layer (one blit)
501
+ if (!VX_GR || VX_GR.width !== W) {
502
+ VX_GR = H.layer(W, H_); const gc = VX_GR.getContext('2d'), id = gc.createImageData(W, H_), d = id.data, gr = H.rng(3);
503
+ for (let i = 0; i < d.length; i += 4) { const n = (gr() - 0.5) * 0.025 * 255; const v = n > 0 ? 255 : 0; d[i] = d[i + 1] = d[i + 2] = v; d[i + 3] = Math.min(255, Math.abs(n) * (n > 0 ? 5 : 1.1)); }
504
+ gc.putImageData(id, 0, 0);
505
+ }
506
+ ctx.drawImage(VX_GR, 0, 0);
507
+ }
508
+
509
+ // ---------- sound: a toy voxel island (little blocks clattering down and clicking into place) ----------
510
+ function vxSound(k) {
511
+ const D = 14.5, LAND = 0.22; // a dropped voxel visibly lands ~0.22 s into its 0.32 s DROP
512
+ const ph = (t, a, b) => H.clamp((t - a) / (b - a));
513
+ const inv = (u) => (u < 0.5 ? Math.cbrt(u / 4) : 1 - Math.cbrt((1 - u) * 2) / 2); // inverse of H.ease.inOut
514
+ const invO = (u) => 1 - Math.cbrt(1 - u); // inverse of H.ease.out
515
+ const hsh = (x, y, z) => { const q = Math.sin(x * 12.9898 + y * 78.233 + z * 37.719) * 43758.5453; return q - Math.floor(q); };
516
+ const R = H.rng(4040);
517
+ // one block clicking into place: a hollow plastic knock (short band of noise + a little body)
518
+ const busy = []; // every block hit, so the counter ticks can stay out of their way
519
+ const blk = (t, f, g, p = 0, minor = true) => { busy.push(t); k.noise(t, { dur: 0.026, filter: 'bandpass', f, q: 2.2, gain: 0.26 * g, a: 0.001, pan: p, minor }); k.tone(t, { f: f * 0.22, type: 'triangle', dur: 0.045, gain: 0.12 * g, pan: p, minor }); };
520
+ // a stack of blocks thunking down together
521
+ const chunk = (t, g, p = 0, minor) => { busy.push(t); k.play('tock', t, { f: 260, gain: 0.55 * g, pan: p, minor }); k.noise(t, { dur: 0.07, color: 'brown', filter: 'lowpass', f: 900, gain: 0.3 * g, pan: p, minor }); };
522
+ // a shower of voxels landing: one tiny grain per landing, thinned to <= `cap` grains per second
523
+ const shower = (times, cap, g, fLo, fHi, pan = () => 0) => {
524
+ times.sort((a, b) => a.t - b.t); let last = -1;
525
+ for (const v of times) if (v.t - last >= 1 / cap * (0.6 + R() * 0.8)) { k.noise(v.t, { dur: 0.016, filter: 'bandpass', f: fLo + R() * (fHi - fLo), q: 1.8, gain: 0.11 * g, a: 0.001, pan: pan(v), minor: true }); last = v.t; }
526
+ };
527
+ const glide = (t0, t1, g = 1) => { const d = t1 - t0; k.noise(t0, { dur: d + 0.15, color: 'pink', filter: 'bandpass', f: [[0, 230], [d * 0.5, 540], [d, 250]], q: 0.7, gain: 0.045 * g, a: d * 0.5, verb: 0.1 }); };
528
+
529
+ k.bed('room', 0, D, { gain: 0.25 });
530
+ k.music('pad', 0.4, D, { bpm: 104, gain: 0.28, chords: [['F3', 'A3', 'C4', 'E4'], ['D3', 'F3', 'A3', 'C4'], ['Bb3', 'D4', 'F4', 'A4'], ['C4', 'E4', 'G4', 'Bb4'], ['F3', 'A3', 'C4', 'F4']] });
531
+
532
+ // ---- hook: the pixel title builds column by column (step(EO(0.15, 0.9), 18)) while the island rains in
533
+ { let last = -1; for (let n = 1; n <= 18; n++) { const t = 0.15 + 0.75 * invO(n / 18); if (t - last >= 0.065) { blk(t, 1150 + (n % 3) * 90, 0.8, -0.3 + n * 0.035); last = t; } } }
534
+ blk(0.9, 900, 1, 0.3, false); // "?" completes the title
535
+ // island: replicate the explainer's ground voxels and their appear times, one grain per landing
536
+ {
537
+ const nz = H.makeNoise(4), out = [];
538
+ for (let x = 0; x < 68; x++) for (let y = 0; y < 22; y++) {
539
+ const e = Math.pow(Math.abs(x - 33.5) / 34, 6) + Math.pow(Math.abs(y - 10.5) / 11, 4) + nz.n2(x * 0.25, y * 0.25) * 0.18;
540
+ if (e > 1) continue;
541
+ for (let kk = 0; kk < 6; kk++) { if (kk > 1 && e > 1 - kk * 0.13) break; const z = 5 - kk; out.push({ t: 0.05 + (kk === 0 ? 0.9 : (5 - kk) * 0.15) + hsh(x, y, z) * 0.35 + Math.abs(x - 33) * 0.006 + LAND, x, top: kk === 0 }); }
542
+ }
543
+ shower(out.filter((v) => !v.top), 16, 0.9, 500, 1100, (v) => (v.x - 34) / 60); // dirt layers: duller, lower
544
+ shower(out.filter((v) => v.top), 18, 0.8, 1100, 2000, (v) => (v.x - 34) / 60); // grass caps
545
+ }
546
+ glide(1.7, 2.9);
547
+
548
+ // ---- zone A: the belt and tower bases drop in (ZA = 2.3), cards step along the belt
549
+ chunk(2.3 + LAND, 0.9, -0.3);
550
+ for (let t = 2.6 + 2 / 7.5; t < 6.6; t += 2 / 7.5) blk(t, 640, 0.28, -0.3); // belt advances in whole voxels (every other step)
551
+ for (let j = 0; j < 4; j++) chunk(2.6 + j * 1.2, 0.45, -0.5, true); // a new picture card steps onto the belt
552
+ blk(2.62, 1300, 0.6, -0.4); // CAT/DOG tags
553
+ blk(2.82, 1000, 0.9, -0.1, false); k.play('pop', 2.84, { f: 480, gain: 0.5, minor: true }); // EXAMPLES counter tag
554
+ // tower layers: towerH = floor(1 + 8 * EO(2.7,5.8)^1.1), layer z drops at 2.7 + z*0.36 + ti*0.05 (when the height allows)
555
+ for (let z = 1; z < 9; z++) {
556
+ const tH = 2.7 + 3.1 * invO(Math.pow(z / 8, 1 / 1.1));
557
+ [0, 1, 2].forEach((ti) => { if (z >= 9 - ti % 2) return; const t = Math.max(tH, 2.7 + z * 0.36 + ti * 0.05) + LAND; if (t < 6.5 && ti !== 1) blk(t, 760 - z * 20 + ti * 40, 0.75, -0.6 + ti * 0.25); });
558
+ }
559
+ // chain arrow data -> robot: 14 little cubes clicked on one by one (step(E(3.3,4.3),14))
560
+ for (let n = 1; n <= 14; n++) blk(3.3 + inv(n / 14), 900 + n * 40, n === 14 ? 1 : 0.6, -0.2 + n * 0.04);
561
+ blk(4.12, 820, 0.9, 0.2, false); // INTO THE MODEL
562
+ // counter: digits spin at 12 fps (random low digits), thousands follow EO(2.9,5.7): tick every other frame, thinning as it settles
563
+ for (let f = Math.ceil(2.9 * 12); f < 5.7 * 12; f += ph(f / 12, 2.9, 5.7) < 0.6 ? 2 : 3) if (!busy.some((x) => f / 12 > x - 0.03 && f / 12 < x + 0.08)) k.play('tick', f / 12, { f: 3200, gain: 0.85, pan: -0.15, minor: true });
564
+ // 1,000,000 lands
565
+ k.play('stamp', 5.7, { gain: 0.35, pan: -0.15 }); k.play('ding', 5.72, { f: 'A5', gain: 0.38, pan: -0.15 });
566
+
567
+ // ---- zone B: robot + answer board build from falling voxels (ZB = 5.95 + z*0.045 + hsh*0.1)
568
+ glide(5.8, 6.9);
569
+ blk(5.92, 980, 0.8, -0.4, false); // test card "?"
570
+ { const v = []; for (let z = 0; z <= 16; z++) for (let i = 0; i < 6; i++) v.push({ t: 5.95 + z * 0.045 + R() * 0.1 + LAND, z }); shower(v, 22, 1.1, 0, 0); }
571
+ for (let z = 0; z <= 16; z += 2) blk(5.95 + z * 0.045 + 0.05 + LAND, 600 + z * 45, 0.55, 0.1); // the robot stacking upward
572
+ chunk(6.2 + LAND, 0.6, 0.4, true); // board post
573
+ for (let z = 0; z < 6; z++) blk(6.25 + z * 0.05 + LAND, 820 + z * 40, 0.5, 0.45); // board rows
574
+ // GUESS: 10-cube chain robot -> board (step(E(6.8,7.2),10)), tag, DOG? on the board
575
+ for (let n = 1; n <= 10; n++) blk(6.8 + 0.4 * inv(n / 10), 1000 + n * 30, 0.5, 0.1 + n * 0.03);
576
+ blk(6.93, 900, 0.8, 0.1, false); // "1 GUESS"
577
+ k.tone(7.0, { f: 'A4', type: 'square', dur: 0.08, gain: 0.05, hold: 0.04, filter: 'lowpass', f2: 1500, pan: 0.4 }); // DOG? appears
578
+ // CHECK: wrong. board flashes red, brackets snap in, the X drops in voxel by voxel
579
+ k.play('error', 7.4, { f: 'A3', gain: 0.8, pan: 0.4 });
580
+ for (let i = 0; i < 5; i++) blk(7.4 + i * 0.02 + LAND, 700 - i * 30, 0.9, 0.55, i > 0); // X sprite lands
581
+ k.play('thud', 7.62, { f: 110, gain: 0.45, pan: 0.55 });
582
+ blk(7.68, 880, 0.7, 0.4); // ANSWER: CAT
583
+ // ADJUST: the red chain clicks back to the robot (16 cubes, step(E(8.0,8.6),16)), eyes flash red, tags
584
+ for (let n = 1; n <= 16; n += (n > 4 && n < 12 ? 2 : 1)) blk(8.0 + 0.6 * inv(n / 16), 1400 - n * 35, 0.65, 0.4 - n * 0.04);
585
+ k.tone(8.0, { f: [[0, 330], [0.6, 165]], type: 'square', dur: 0.6, gain: 0.025, a: 0.2, filter: 'lowpass', f2: 900, minor: true }); // the error packet riding the chain
586
+ blk(8.12, 1250, 0.7, 0.2); // ERROR!
587
+ blk(8.52, 820, 0.9, -0.2, false); // 3 ADJUST
588
+ // chest equaliser re-levels (8.6-9.4, jiggles at 12 fps): blocky level steps
589
+ for (let f = Math.ceil(8.6 * 12); f < 9.4 * 12; f += 2) k.tone(f / 12, { f: [330, 392, 440][(f / 2) % 3 | 0], type: 'square', dur: 0.05, gain: 0.035, a: 0.002, hold: 0.025, filter: 'lowpass', f2: 1600, pan: -0.1, minor: true });
590
+ // CORRECT (9.4): bars settle, board turns green with CAT, the check drops in
591
+ k.play('success', 9.4, { f: 'F5', gain: 0.42, pan: 0.4 });
592
+ for (let i = 0; i < 5; i++) blk(9.4 + i * 0.02 + LAND, 900 + i * 60, 0.7, 0.6);
593
+ blk(9.48, 1000, 0.7, 0.4); // GUESS AGAIN
594
+
595
+ // ---- zone C: the chart, one column per round, stacked block by block (a0 = 10.9 + i*0.2 + z*0.035)
596
+ glide(10.2, 11.1);
597
+ chunk(10.6 + LAND, 0.6, 0.2, true); // chart base
598
+ blk(10.97, 950, 0.8, 0.1, false); // ACCURACY tag
599
+ [61, 72, 80, 86, 90, 93, 95, 97].forEach((a, i) => {
600
+ const hg = Math.round((a - 50) / 50 * 14), t0 = 10.9 + i * 0.2 + LAND;
601
+ for (let z = 0; z < hg; z += 3) blk(t0 + z * 0.035, 700 + z * 40, 0.45, -0.2 + i * 0.07); // column stacks up
602
+ blk(t0 + (hg - 1) * 0.035, 900 + i * 70, 0.9, -0.2 + i * 0.07, i < 7); // top block clicks home
603
+ });
604
+ // 97%: the big hit. orange tag swells, a ring of square blocks bursts out
605
+ k.play('impact', 12.6, { gain: 1.25 });
606
+ ['F4', 'A4', 'C5', 'F5'].forEach((n, i) => k.play('ding', 12.6 + i * 0.03, { f: n, gain: 0.4 - i * 0.05, pan: (i - 1.5) * 0.25 }));
607
+ for (let i = 0; i < 6; i++) blk(12.66 + i * 0.05, 1100 + (i % 3) * 120, 0.5, Math.cos(i) * 0.6);
608
+ glide(12.8, 13.7, 0.9);
609
+ // takeaway (back 13.0-13.45) lands and resolves
610
+ chunk(13.12, 0.5, 0);
611
+ ['C5', 'F5'].forEach((n, i) => k.play('ding', 13.32 + i * 0.09, { f: n, gain: 0.3 - i * 0.05, pan: (i - 0.5) * 0.3 }));
612
+ k.tone(13.32, { f: 'F3', type: 'triangle', dur: 1.2, gain: 0.12, a: 0.02 });
613
+ }
614
+
615
+ registerStyle({
616
+ id: 'voxel',
617
+ name: 'Voxel Diorama',
618
+ category: 'Dimensional',
619
+ description: 'MagicaVoxel-style diorama: a floating voxel island with a waving robot, chunky trees and a pond — three-tone cube faces, per-vertex ambient occlusion in the creases, ray-marched soft shadows and a warm toy palette.',
620
+ motion: 'Voxels rain down and stack layer by layer from the island’s rocky underside up to the robot’s antenna while the camera orbits; the robot’s eyes flicker on, it starts waving, and the pixel title drops in block by block.',
621
+ duration: 5,
622
+ fonts: ['400 8px "Silkscreen"', '400 16px "Silkscreen"', '700 22px "Fredoka"', '700 30px "Fredoka"', '600 18px "Fredoka"'],
623
+ frameT: 4.6,
624
+ readsPixels: true,
625
+ explainerDuration: 14.5,
626
+ explainerNote: 'One long voxel island the camera trucks along while each zone is rebuilt from falling voxels; arrows are chains of little cubes, cards and the ✗/✓ verdict are real voxel pixel-art, the robot’s chest equaliser re-levels as its weights adjust, and numbers tick in Silkscreen on extruded block tags.',
627
+ explainer: vxExplainer,
628
+ explainerSound: vxSound,
629
+ draw(ctx, W, H_, t) {
630
+ // ---------- background: warm studio sweep ----------
631
+ const bg = ctx.createLinearGradient(0, 0, 0, H_);
632
+ bg.addColorStop(0, '#ffe6c9'); bg.addColorStop(0.6, '#fbd6b8'); bg.addColorStop(1, '#f2c3a6');
633
+ ctx.fillStyle = bg; ctx.fillRect(0, 0, W, H_);
634
+ const g0 = ctx.createRadialGradient(780, 360, 50, 780, 360, 600);
635
+ g0.addColorStop(0, 'rgba(255,248,236,0.85)'); g0.addColorStop(1, 'rgba(255,248,236,0)');
636
+ ctx.fillStyle = g0; ctx.fillRect(0, 0, W, H_);
637
+
638
+ const bob = Math.sin(t * 1.4) * 5;
639
+ const s = 18;
640
+ const ph = (a, b) => H.clamp((t - a) / (b - a));
641
+ setYaw(0.62 - 0.34 * (1 - H.ease.inOut(H.clamp(t / 4.3))) + Math.max(0, t - 4.3) * 0.025);
642
+ const power = t > 2.95 && !(t > 3.05 && t < 3.12) && !(t > 3.2 && t < 3.24);
643
+ const hsh = (v) => { const q = Math.sin(v.x * 12.9898 + v.y * 78.233 + v.z * 37.719) * 43758.5453; return q - Math.floor(q); };
644
+ const P = makeProj(790, 318 + bob, s);
645
+ // soft ground shadow far below the floating island
646
+ {
647
+ const L = H.layer(W, H_), lc = L.getContext('2d');
648
+ lc.filter = 'blur(26px)';
649
+ lc.fillStyle = 'rgb(150,80,70)';
650
+ const c = P(15.5, 15.5, 0);
651
+ lc.beginPath(); lc.ellipse(c[0] + 50, 676 - bob * 0.3, 270 - bob * 2, 46, 0, 0, 7); lc.fill();
652
+ ctx.globalAlpha = 0.28 * H.ease.inOut(ph(0.2, 2.6)); ctx.drawImage(L, 0, 0); ctx.globalAlpha = 1;
653
+ }
654
+
655
+ const { V } = buildScene(t);
656
+ const glows = drawVoxels(ctx, V, P, s, { depthDark: true, t, power, at: (v) => 0.1 + H.clamp((v.z + 4) / 31) * 2.35 + hsh(v) * 0.22 });
657
+
658
+ // floating chunks
659
+ const chunks = [[-3, 22, 2, 2, '#bd7548', '#9fcb55'], [30, 6, 4, 1, '#a9653e', '#9fcb55'], [30, 24, 0, 2, '#c27c4a', '#b9d65e']];
660
+ chunks.forEach(([x, y, z, n, dirt, grass], i) => {
661
+ const Vc = new Map();
662
+ const dz = Math.round(Math.sin(t * 1.6 + i * 2) * 0.6);
663
+ for (let a = 0; a < n; a++) for (let b = 0; b < n; b++) Vc.set(K(x + a, y + b, z + dz), { x: x + a, y: y + b, z: z + dz, c: H.hex(dirt) });
664
+ for (let a = 0; a < n; a++) for (let b = 0; b < n; b++) Vc.set(K(x + a, y + b, z + dz + 1), { x: x + a, y: y + b, z: z + dz + 1, c: H.hex(grass) });
665
+ if (n > 1) Vc.set(K(x, y, z + dz - 1), { x, y, z: z + dz - 1, c: H.hex(dirt) });
666
+ drawVoxels(ctx, Vc, P, s, { t, at: (v) => 0.9 + i * 0.35 + (v.z - z) * 0.08 });
667
+ });
668
+
669
+ // emissive glows (eyes, chest light, antenna)
670
+ ctx.globalCompositeOperation = 'lighter';
671
+ for (const [x, y, c] of glows) {
672
+ const g = ctx.createRadialGradient(x, y, 1, x, y, 26);
673
+ g.addColorStop(0, H.rgba(c, 0.55)); g.addColorStop(1, H.rgba(c, 0));
674
+ ctx.fillStyle = g; ctx.fillRect(x - 26, y - 26, 52, 52);
675
+ }
676
+ ctx.globalCompositeOperation = 'source-over';
677
+
678
+ // ---------- voxel title: rasterize pixel font, extrude each pixel into a cube ----------
679
+ {
680
+ const lines = ['HELLO,', 'HUMAN!'];
681
+ const tc = H.layer(64, 24), tx = tc.getContext('2d', { willReadFrequently: true });
682
+ tx.font = '400 8px "Silkscreen"'; tx.textBaseline = 'top'; tx.fillStyle = '#000';
683
+ lines.forEach((ln, i) => tx.fillText(ln, 0, i * 10));
684
+ const d = tx.getImageData(0, 0, 64, 24).data;
685
+ const TV = new Map();
686
+ for (let y = 0; y < 24; y++) for (let x = 0; x < 64; x++) {
687
+ if (d[(y * 64 + x) * 4 + 3] > 110) {
688
+ const row = Math.floor(y / 10);
689
+ const c = row === 0 ? H.mix('#8a5236', '#74432d', y / 10) : H.mix('#ff9a3c', '#ff7a2f', (y - 10) / 10);
690
+ // letters stand upright: x -> world x, text row -> world z (down), depth 2 cubes along y
691
+ for (let k = 0; k < 2; k++) TV.set(K(x, k, 24 - y), { x, y: k, z: 24 - y, c });
692
+ }
693
+ }
694
+ const ts = 8.4, ox = 78, oy = 196, dx = 3.6, dy = 3.6;
695
+ const cells = [...TV.values()].filter(v => v.y === 0).map(v => {
696
+ const a = 2.45 + v.x * 0.016 + (v.z < 15 ? 0.3 : 0) + hsh(v) * 0.06;
697
+ const q = ph(a, a + 0.24);
698
+ return { ...v, q, off: (1 - H.ease.out(q)) * -26 };
699
+ }).filter(v => v.q > 0);
700
+ // depth extrusion (oblique): draw shadow side first, then faces
701
+ for (const v of cells) {
702
+ const sx = ox + v.x * ts, sy = oy + (24 - v.z) * ts + v.off;
703
+ const c = v.c;
704
+ // right side
705
+ if (!TV.has(K(v.x + 1, 0, v.z))) { ctx.fillStyle = H.rgba(c.map(ch => ch * 0.62)); ctx.beginPath(); ctx.moveTo(sx + ts, sy); ctx.lineTo(sx + ts + dx, sy + dy); ctx.lineTo(sx + ts + dx, sy + ts + dy); ctx.lineTo(sx + ts, sy + ts); ctx.closePath(); ctx.fill(); }
706
+ // bottom side
707
+ if (!TV.has(K(v.x, 0, v.z - 1))) { ctx.fillStyle = H.rgba(c.map(ch => ch * 0.78)); ctx.beginPath(); ctx.moveTo(sx, sy + ts); ctx.lineTo(sx + ts, sy + ts); ctx.lineTo(sx + ts + dx, sy + ts + dy); ctx.lineTo(sx + dx, sy + ts + dy); ctx.closePath(); ctx.fill(); }
708
+ }
709
+ for (const v of cells) {
710
+ const sx = ox + v.x * ts, sy = oy + (24 - v.z) * ts + v.off;
711
+ // front face with AO at edges touching neighbours below/left
712
+ const up = TV.has(K(v.x, 0, v.z + 1)), lf = TV.has(K(v.x - 1, 0, v.z));
713
+ ctx.fillStyle = H.rgba(v.c); ctx.fillRect(sx - 0.3, sy - 0.3, ts + 0.6, ts + 0.6);
714
+ ctx.fillStyle = 'rgba(255,255,255,0.35)';
715
+ if (!up) ctx.fillRect(sx, sy, ts, 1.2);
716
+ if (!lf) ctx.fillRect(sx, sy, 1.2, ts);
717
+ ctx.fillStyle = 'rgba(0,0,0,0.05)'; ctx.fillRect(sx + ts - 1, sy, 1, ts);
718
+ }
719
+ }
720
+ ctx.font = '600 18px "Fredoka"'; ctx.fillStyle = `rgba(120,64,40,${0.75 * H.ease.out(ph(3.3, 3.8))})`;
721
+ ctx.fillText('Your first AI helper, block by block', 82, 420);
722
+
723
+ H.vignette(ctx, W, H_, 0.18, '120,60,40');
724
+ H.grain(ctx, W, H_, 0.025, 3);
725
+ },
726
+ });
727
+ }