Signature
An animated SVG signature effect that draws out text as if hand-written.
Preview supplied by Arlan Marat; live previews were recorded from Arlan's Vault when no published video file was available. Preview: platform recorded · rights cleared.
A pixel brush engine that stamps small shapes along a path to create crisp ribbons, dense sprays, and drifting square marks.
VSource LandVaultWhy it stands out
A brush is a small shape stamped repeatedly along a path. A compact set of controls changes the same engine from a crisp combed ribbon to a dense spray or a loose field of drifting pixels.
You are given the complete source for a self-contained web visual: "Pixel brushes".
What it is:
- A brush is a small shape stamped over and over along a path, and a handful of numbers turn the same code into a crisp line or a loose spray.
How to use this code:
- It is a React + TypeScript component tree (Next.js App Router) that renders to an HTML canvas; the entry point is the playground component.
- Drop the files into a project under the same relative paths, mount the playground component, and it runs as-is. No external assets beyond what's inline.
- To adapt it: change the resolved word/logo, the color controls, or the experiment parameters. Ask me to modify, explain, or port any part.
The full source follows, one file per block:
### pixel-brush/brushes.ts
```ts
// Pixel brushes — the brush model.
//
// A brush is a shape stamped repeatedly along a path. Five numbers control how
// each stamp is placed: spacing, jitter, scatter, follow and speedSize. Together
// they cover everything from a crisp line to a loose spray.
//
// Stamps are axis-aligned squares, sometimes several per stamp at different
// opacities. Everything is generated — no bitmap textures.
export interface Brush {
id: string;
/** shown in the swatch caption */
name: string;
// ── the five numbers ──────────────────────────────────────────────────────
/** gap between stamps, as a fraction of stamp size. Small = a solid line,
* large = separate marks with paper between them. */
spacing: number;
/** perpendicular wander of the stamp centre, fraction of stamp size. Moves the
* line off itself without breaking it up. */
jitter: number;
/** free radial offset per stamp, fraction of stamp size. This is what turns a
* line into a spray — the stamps stop belonging to the path. */
scatter: number;
/** 0 = stamps keep a fixed angle, 1 = they rotate to follow the path. On a
* curve this is very visible: fixed squares read as a pixel grid the line
* passes through, following ones read as a ribbon. */
follow: number;
/** how much speed shrinks the stamp, 0..1. Gives a stroke its taper. */
speedSize: number;
// ── the stamp ─────────────────────────────────────────────────────────────
/** cells that make up one stamp, in stamp-local units (-1..1), each with its
* own alpha. One cell is a plain square; several make a cluster or a
* checkerboard. */
cells: { x: number; y: number; s: number; a: number }[];
/** base stamp size as a fraction of the swatch's short side */
size: number;
/** degrees of hue drift along the stroke; 0 for the single-colour brushes */
hueDrift: number;
}
/** One square, the default stamp. */
const ONE = [{ x: 0, y: 0, s: 1, a: 1 }];
/** A diagonal run of squares at falling opacity. Stamped along a path, each one
* lays a short diagonal and consecutive stamps interlock into a weave. */
function diagonal(n: number, fade: number) {
const out = [];
for (let i = 0; i < n; i++) {
const t = i / Math.max(1, n - 1);
out.push({ x: (t - 0.5) * 2, y: (t - 0.5) * 2, s: 1, a: 1 - t * fade });
}
return out;
}
/** A few squares around the centre. Offsets are fixed, not random, so a brush
* produces the same mark every time. */
const CLUMP = [
{ x: -0.55, y: 0.15, s: 0.9, a: 1 },
{ x: 0.45, y: -0.5, s: 1.05, a: 0.92 },
{ x: 0.3, y: 0.6, s: 0.8, a: 0.85 },
];
/** A short vertical bar of cells — reads as a row/comb rather than a dot. */
function bar(n: number, s: number) {
const out = [];
for (let i = 0; i < n; i++) {
out.push({ x: 0, y: (i / (n - 1) - 0.5) * 2, s, a: 1 });
}
return out;
}
// The brush set. Ordered tightest to loosest: a line, then a woven fill, then
// progressively more scatter until the marks stop touching.
export const BRUSHES: Brush[] = [
{
id: "line-fine",
name: "Line fine",
spacing: 0.026,
jitter: 0,
scatter: 0,
follow: 0,
speedSize: 0,
cells: ONE,
size: 0.030,
hueDrift: 0,
},
{
id: "line-medium",
name: "Line medium",
spacing: 0.195,
jitter: 0,
scatter: 0,
follow: 0,
speedSize: 0,
cells: ONE,
size: 0.055,
hueDrift: 0,
},
{
id: "checker",
name: "Checkerboard",
spacing: 0.195,
jitter: 0,
scatter: 0,
// follows the path, so the diagonal stamp swings with the curve and weaves
follow: 1,
speedSize: 0,
cells: diagonal(4, 0.55),
size: 0.055,
hueDrift: 0,
},
{
id: "checker-angled",
name: "Checker angled",
spacing: 0.130,
jitter: 0,
scatter: 0,
follow: 0,
speedSize: 0,
cells: diagonal(3, 0.35),
size: 0.048,
hueDrift: 0,
},
{
id: "rows",
name: "Rows",
spacing: 0.170,
jitter: 0.115,
scatter: 0,
follow: 1,
speedSize: 0.563,
cells: bar(3, 0.8),
size: 0.055,
hueDrift: 12,
},
{
id: "bunch",
name: "Bunch",
spacing: 0.221,
jitter: 0.030,
scatter: 0.042,
follow: 1,
speedSize: 0.611,
cells: CLUMP,
size: 0.048,
hueDrift: 0,
},
{
id: "scatter-light",
name: "Scatter light",
spacing: 0.304,
jitter: 0.103,
scatter: 0,
follow: 0,
speedSize: 0.668,
cells: ONE,
size: 0.042,
hueDrift: 0,
},
{
id: "scatter-heavy",
name: "Scatter heavy",
spacing: 0.087,
jitter: 0.184,
scatter: 0.042,
follow: 1,
speedSize: 0.563,
cells: ONE,
size: 0.040,
hueDrift: 0,
},
{
id: "cluster",
name: "Cluster",
spacing: 0.195,
// loosest in the set: stamps thrown a full stamp-width off the line
scatter: 1.0,
jitter: 0,
follow: 0,
speedSize: 0,
cells: ONE,
size: 0.048,
hueDrift: 0,
},
{
id: "shader",
name: "Shader",
spacing: 0.199,
jitter: 0.212,
scatter: 0.5,
follow: 0.5,
speedSize: 1.0,
cells: CLUMP,
size: 0.055,
hueDrift: 0,
},
{
id: "paint",
name: "Paint",
spacing: 0.114,
jitter: 0.006,
scatter: 0,
follow: 1,
speedSize: 0.25,
cells: ONE,
size: 0.062,
hueDrift: 16,
},
{
id: "rainbow",
name: "Rainbow",
spacing: 0.087,
jitter: 0.184,
scatter: 0.042,
follow: 1,
speedSize: 0.563,
cells: ONE,
size: 0.040,
// scatter-heavy plus colour drift along the stroke
hueDrift: 300,
},
];
/** Looked up by id, not index — the array order is presentational and may change. */
export const DEFAULT_BRUSH =
BRUSHES.find((b) => b.id === "scatter-heavy") ?? BRUSHES[0];
/** Ink colour, as HSL parts. Hue is what the rainbow brushes drift. */
export interface Ink {
h: number;
s: number;
l: number;
}
/** The pink family from the source sheet: hot pink on white. */
export const INK: Ink = { h: 336, s: 82, l: 56 };
/** The default plate: a hair off pure white, so ink sits on paper. */
export const PAPER = "#fdfcfc";
export function inkColor(ink: Ink, hueOffset: number, alpha: number): string {
const h = (((ink.h + hueOffset) % 360) + 360) % 360;
return `hsl(${h} ${ink.s}% ${ink.l}% / ${alpha})`;
}
/* ------------------------------------------------------------------ *
* Remix — a random but always-legible brush + palette.
* ------------------------------------------------------------------ */
/** Rough relative luminance of an HSL ink, 0..1. A legibility guard, not colour science. */
function inkLuma(ink: Ink): number {
const s = ink.s / 100;
const l = ink.l / 100;
// saturated hues read darker than their lightness suggests, so weight them down
return l * (1 - s * 0.35);
}
/**
* A random ink + paper pair that is always readable. Colours are generated
* freely, then the ink is darkened until it clears a contrast floor — otherwise
* a roll eventually lands pale-yellow on white and the stroke disappears.
*/
export function remixPalette(rand: () => number): { ink: Ink; paper: string } {
const ink: Ink = {
h: Math.floor(rand() * 360),
s: 55 + rand() * 40,
l: 40 + rand() * 20,
};
// Paper is a full colour, not just a paper-white. Four families, weighted so
// pale plates stay the common case and the louder ones arrive as a surprise.
const roll = rand();
const paperHue =
rand() < 0.5 ? (ink.h + 180) % 360 : Math.floor(rand() * 360);
let paperSat: number;
let paperLight: number;
if (roll < 0.4) {
// pale tint — the classic sheet
paperSat = rand() < 0.4 ? 0 : 8 + rand() * 16;
paperLight = 92 + rand() * 6;
} else if (roll < 0.65) {
// soft colour: a proper coloured ground, still light enough to read on
paperSat = 30 + rand() * 45;
paperLight = 78 + rand() * 12;
} else if (roll < 0.85) {
// dark plate — ink goes light against it, handled by the guard below
paperSat = 18 + rand() * 40;
paperLight = 10 + rand() * 14;
} else {
// near-black or near-white extreme
paperSat = rand() * 12;
paperLight = rand() < 0.5 ? 4 + rand() * 6 : 97 + rand() * 3;
}
const paper = `hsl(${paperHue} ${paperSat}% ${paperLight}%)`;
// Legibility guard, both directions: push the ink away from the paper until
// there is a clear gap. On a dark plate that means lightening it, which is why
// this cannot be a one-way darken.
const paperLuma = paperLight / 100;
const goDark = paperLuma > 0.5;
let guard = 0;
while (Math.abs(inkLuma(ink) - paperLuma) < 0.3 && guard++ < 24) {
ink.l += goDark ? -4 : 4;
ink.l = Math.min(92, Math.max(12, ink.l));
// clamped at both ends: if lightness alone cannot open the gap, drop the
// saturation instead, which moves luminance the rest of the way
if (ink.l <= 12 || ink.l >= 92) ink.s = Math.max(25, ink.s - 6);
}
return { ink, paper };
}
/* ------------------------------------------------------------------ *
* Generated stamps
*
* Remix invents a stamp shape rather than reusing one from the set above, so a
* remixed brush is one that is not in the list. Each generator returns cells in
* stamp-local -1..1 space, the same format as the authored stamps.
* ------------------------------------------------------------------ */
type Cells = Brush["cells"];
/** A hollow ring of cells — draws as a tube or a chain depending on spacing. */
function ring(n: number, rand: () => number): Cells {
const out: Cells = [];
const phase = rand() * Math.PI * 2;
for (let i = 0; i < n; i++) {
const a = phase + (i / n) * Math.PI * 2;
out.push({ x: Math.cos(a), y: Math.sin(a), s: 0.85, a: 1 });
}
return out;
}
/** Two parallel rows of cells — reads as a comb, or as tyre tread on a curve. */
function comb(n: number, gap: number): Cells {
const out: Cells = [];
for (let i = 0; i < n; i++) {
const t = (i / Math.max(1, n - 1) - 0.5) * 2;
out.push({ x: t, y: -gap, s: 0.8, a: 1 });
out.push({ x: t, y: gap, s: 0.8, a: 0.85 });
}
return out;
}
/** A plus / cross of cells. Fixed it reads as a grid of crosses; following the
* path it reads as a rail with sleepers. */
function cross(arm: number): Cells {
const out: Cells = [{ x: 0, y: 0, s: 1, a: 1 }];
for (let i = 1; i <= arm; i++) {
const t = i / arm;
const a = 1 - t * 0.5;
out.push({ x: t, y: 0, s: 0.75, a });
out.push({ x: -t, y: 0, s: 0.75, a });
out.push({ x: 0, y: t, s: 0.75, a });
out.push({ x: 0, y: -t, s: 0.75, a });
}
return out;
}
/** A sparse cloud of cells. Offsets are rolled once, so the spatter is stable. */
function cloud(n: number, rand: () => number): Cells {
const out: Cells = [];
for (let i = 0; i < n; i++) {
const a = rand() * Math.PI * 2;
const r = Math.pow(rand(), 0.6);
out.push({
x: Math.cos(a) * r,
y: Math.sin(a) * r,
s: 0.5 + rand() * 0.7,
a: 0.5 + rand() * 0.5,
});
}
return out;
}
/** A wedge: cells along one axis at shrinking size, so each stamp has a nose and
* a tail. Following the path this reads as a calligraphic nib. */
function wedge(n: number): Cells {
const out: Cells = [];
for (let i = 0; i < n; i++) {
const t = i / Math.max(1, n - 1);
out.push({ x: (t - 0.5) * 2, y: 0, s: 1 - t * 0.7, a: 1 - t * 0.3 });
}
return out;
}
/** Named stamp generators, so a remix reads as a preset rather than a dice roll. */
const STAMPS: { name: string; make: (rand: () => number) => Cells }[] = [
{ name: "Ring", make: (r) => ring(4 + Math.floor(r() * 4), r) },
{ name: "Comb", make: (r) => comb(2 + Math.floor(r() * 3), 0.5 + r() * 0.5) },
{ name: "Cross", make: (r) => cross(1 + Math.floor(r() * 2)) },
{ name: "Spatter", make: (r) => cloud(3 + Math.floor(r() * 4), r) },
{ name: "Nib", make: (r) => wedge(3 + Math.floor(r() * 3)) },
{ name: "Dot", make: () => [{ x: 0, y: 0, s: 1, a: 1 }] },
{ name: "Weave", make: (r) => diagonal(3 + Math.floor(r() * 3), 0.3 + r() * 0.5) },
];
/** Adjective derived from the numbers, so the name describes the brush. */
function describe(b: Omit<Brush, "id" | "name">): string {
if (b.scatter > 0.6) return "spray";
if (b.spacing > 0.35) return "dotted";
if (b.spacing < 0.06) return "solid";
if (b.jitter > 0.18) return "rough";
if (b.follow >= 1) return "flowing";
return "even";
}
/**
* A remix brush: an invented stamp plus a full roll of the five numbers. Nothing
* is inherited from the set above. Ranges are wide, with guards that keep the
* result a brush rather than static.
*/
export function remixBrush(rand: () => number): Brush {
const stamp = STAMPS[Math.floor(rand() * STAMPS.length)];
const cells = stamp.make(rand);
// Curved rather than uniform: a flat roll would make most remixes dotted.
const spacing = 0.02 + Math.pow(rand(), 1.8) * 0.55;
const scatter = rand() < 0.45 ? 0 : Math.pow(rand(), 1.4) * 1.0;
const jitter = rand() < 0.4 ? 0 : Math.pow(rand(), 1.5) * 0.3;
// follow is a mode (fixed vs. rotating with the path), so it is snapped.
const follow = rand() < 0.45 ? 0 : rand() < 0.75 ? 1 : 0.5;
const speedSize = rand() < 0.5 ? 0 : rand();
// Scale down as cell count goes up, or a busy stamp becomes a blob.
const bulk = Math.min(1, cells.length / 8);
const size = 0.026 + rand() * 0.055 * (1 - bulk * 0.45);
const hueDrift = rand() < 0.75 ? 0 : Math.floor(rand() * 320);
const parts = { spacing, jitter, scatter, follow, speedSize, cells, size, hueDrift };
return {
id: "remix",
name: `${stamp.name} ${describe(parts)}`,
...parts,
};
}
```
### pixel-brush/engine.ts
```ts
// Pixel brushes — framework-free Canvas 2D.
//
// Canvas 2D rather than WebGL: a stroke is a few hundred axis-aligned filled
// rects with no per-pixel maths, and fillRect gives hard pixel edges for free.
// Hard edges are the point of a pixel brush, so anything that antialiases them
// works against it.
//
// The model, end to end:
//
// walk the path at a fixed step
// -> every `spacing` units, drop a stamp
// -> offset it perpendicular by `jitter`
// -> offset it radially by `scatter`
// -> rotate it by the path direction if `follow`
// -> scale it down by local speed if `speedSize`
// -> draw its cells as rects, snapped to whole device pixels
//
// Randomness comes from a seeded hash of the stamp index, not Math.random, so a
// given brush on a given path always produces the same mark — a stroke that
// redrew differently on every resize would read as noise.
import { type Brush, type Ink, INK, inkColor } from "./brushes";
/** Deterministic 0..1 from an integer. Same input, same mark, forever. */
function hash(n: number): number {
const s = Math.sin(n * 127.1 + 311.7) * 43758.5453;
return s - Math.floor(s);
}
export interface PathPoint {
x: number;
y: number;
/** 0..1 along the path, for hue drift and taper */
t: number;
/** local speed 0..1, drives speedSize */
v: number;
}
/**
* A spiral test path.
*
* Curvature changes constantly along it, so a single mark shows how the stamps
* behave on a tight bend and on a lazy one, and whether they rotate to follow.
* Every brush looks much the same on a straight line.
*/
export function spiralPath(
cx: number,
cy: number,
rMax: number,
turns = 2.15,
steps = 900,
): PathPoint[] {
const pts: PathPoint[] = [];
const a0 = -Math.PI * 0.55; // start angle, so the tail exits top-right like the sheet
for (let i = 0; i <= steps; i++) {
const t = i / steps;
// t^0.72 rather than linear: a linear spiral crowds its turns at the centre
// and the marks collide into a blob
const r = rMax * Math.pow(t, 0.72);
const a = a0 + t * turns * Math.PI * 2;
// speed rises toward the outside, which tapers the speed-sensitive brushes
pts.push({ x: cx + Math.cos(a) * r, y: cy + Math.sin(a) * r, t, v: Math.pow(t, 0.6) });
}
return pts;
}
/** Turn a raw pointer trail into a path, with speed measured from the samples. */
export function trailPath(raw: { x: number; y: number }[]): PathPoint[] {
if (raw.length < 2) return [];
const out: PathPoint[] = [];
let total = 0;
const seg: number[] = [0];
for (let i = 1; i < raw.length; i++) {
total += Math.hypot(raw[i].x - raw[i - 1].x, raw[i].y - raw[i - 1].y);
seg.push(total);
}
if (total <= 0) return [];
for (let i = 0; i < raw.length; i++) {
const prev = raw[Math.max(0, i - 1)];
const next = raw[Math.min(raw.length - 1, i + 1)];
const d = Math.hypot(next.x - prev.x, next.y - prev.y);
out.push({
x: raw[i].x,
y: raw[i].y,
t: seg[i] / total,
// normalised against a nominal fast move, so speedSize behaves the same
// whatever the card size
v: Math.min(1, d / 24),
});
}
return out;
}
export interface StrokeOptions {
/** 0..1 — draw only this much of the path. Drives the draw-in animation. */
progress?: number;
/** stamp size in px; defaults to brush.size * shortSide */
sizePx?: number;
/** extra hue offset applied to the whole stroke */
hue?: number;
/** device pixel ratio, so stamps land on whole device pixels */
dpr?: number;
/** ink colour; defaults to the sheet's pink */
ink?: Ink;
/** multiplies every cell's alpha — used to fade a whole stroke out */
alpha?: number;
/** draw only from this point in the path (0..1). With `progress` it makes a
* moving window, which is how the card's trail fades from its tail. */
from?: number;
}
/**
* Stamp `brush` along `path`.
*
* Note the pixel snapping: every cell must land on a whole device pixel or the
* browser antialiases its edges and the marks turn to soft grey. Stamp size is
* rounded and each rect origin floored, in device pixels — so the canvas is drawn
* in device space with the transform reset, not in CSS space.
*/
export function stroke(
ctx: CanvasRenderingContext2D,
path: PathPoint[],
brush: Brush,
shortSide: number,
opts: StrokeOptions = {},
) {
if (path.length < 2) return;
const dpr = opts.dpr ?? 1;
const progress = opts.progress ?? 1;
if (progress <= 0) return;
const ink = opts.ink ?? INK;
const alphaMul = opts.alpha ?? 1;
if (alphaMul <= 0) return;
const from = opts.from ?? 0;
// Stamp size in DEVICE px, at least 1 — below that there is nothing to draw.
const base = Math.max(1, Math.round((opts.sizePx ?? brush.size * shortSide) * dpr));
// Spacing is authored as a fraction of stamp size, matching how the source
// brushes express it, so a bigger brush automatically spaces out to match.
const step = Math.max(1, base * Math.max(0.02, brush.spacing));
// Walk the path by arc length, dropping a stamp every `step`.
let carry = 0;
let idx = 0;
const limit = progress;
for (let i = 1; i < path.length; i++) {
const a = path[i - 1];
const b = path[i];
if (a.t > limit) break;
const dx = (b.x - a.x) * dpr;
const dy = (b.y - a.y) * dpr;
const segLen = Math.hypot(dx, dy);
if (segLen <= 0) continue;
const ux = dx / segLen;
const uy = dy / segLen;
const ang = Math.atan2(uy, ux);
let travelled = carry;
while (travelled < segLen) {
const f = travelled / segLen;
const t = a.t + (b.t - a.t) * f;
if (t > limit) break;
// Below the window: still step the index so the seeded randomness stays
// attached to its stamp, or the marks reshuffle as the window moves.
if (t < from) {
idx++;
travelled += step;
continue;
}
const v = a.v + (b.v - a.v) * f;
let px = (a.x * dpr + dx * f);
let py = (a.y * dpr + dy * f);
const h1 = hash(idx * 2.17);
const h2 = hash(idx * 3.71 + 11.3);
const h3 = hash(idx * 5.13 + 27.9);
// jitter: perpendicular to travel, so the line wanders without leaving itself
if (brush.jitter > 0) {
const j = (h1 - 0.5) * 2 * brush.jitter * base;
px += -uy * j;
py += ux * j;
}
// scatter: free radial throw, which is what breaks a line into a spray
if (brush.scatter > 0) {
const sa = h2 * Math.PI * 2;
const sr = h3 * brush.scatter * base;
px += Math.cos(sa) * sr;
py += Math.sin(sa) * sr;
}
// speed thins the mark, but never to nothing: a stamp that rounds to 0px
// leaves a hole rather than a light patch
const scale = brush.speedSize > 0 ? 1 - brush.speedSize * v * 0.55 : 1;
const cell = Math.max(1, Math.round(base * scale * 0.5));
const rot = brush.follow > 0 ? ang * brush.follow : 0;
const cos = Math.cos(rot);
const sin = Math.sin(rot);
const hue = brush.hueDrift * t + (opts.hue ?? 0);
for (const c of brush.cells) {
// cell offset within the stamp, rotated if the brush follows the path
const ox = c.x * base * 0.5;
const oy = c.y * base * 0.5;
const rx = ox * cos - oy * sin;
const ry = ox * sin + oy * cos;
const w = Math.max(1, Math.round(cell * c.s));
// floor, not round: adjacent stamps tile exactly instead of overlapping
// by a pixel and darkening the seam
const x = Math.floor(px + rx - w / 2);
const y = Math.floor(py + ry - w / 2);
ctx.fillStyle = inkColor(ink, hue, c.a * alphaMul);
ctx.fillRect(x, y, w, w);
}
idx++;
travelled += step;
}
carry = travelled - segLen;
}
}
```
### pixel-brush/PixelBrushCard.tsx
```tsx
"use client";
// The Vault card + detail hero: three brush swatches.
//
// Three rather than the full set: at card size twelve swatches are small and read
// as one texture. Three that sit far apart — a combed ribbon, a dense spray, a
// wide drift — show the range better and stay large enough to read. One shared
// paper, one ink each.
//
// Each swatch draws itself in, staggered, then rests. Watching the stamps land in
// order is what makes the model legible. The loop stops once they have landed, so
// the card settles into a still sheet instead of animating forever.
import { useEffect, useRef } from "react";
import { BRUSHES, type Brush, type Ink } from "./brushes";
import { spiralPath, stroke } from "./engine";
import { onTransitionChange } from "../../lib/view-transition";
/** How long one swatch takes to draw, and how far apart consecutive ones start.
* The stagger is short relative to the draw, so several are always in flight and
* the sheet fills as a wave. */
const DRAW_MS = 900;
const STAGGER_MS = 180;
const easeOut = (t: number) => 1 - Math.pow(1 - t, 3);
/** The three shown, ordered tightest to loosest: a combed ribbon, a dense spray,
* and a wide drift. `rows` leads because its stamp is a 3-cell bar — the other
* two are single squares, so it adds a different shape and not just different
* numbers. */
const SHOWN = ["rows", "scatter-heavy", "cluster"];
/** Per-card tweaks. The authored presets are tuned for a sheet of twelve; at
* three-up there is far more room. Overridden here rather than edited in the set,
* which the playground and the published code both use.
*
* `scatter-heavy` needs both numbers, not just the size: spacing is a FRACTION
* of stamp size, so scaling the stamp alone keeps the same 83% overlap and the
* mark stays a fused ribbon. Opening the spacing to 0.4 drops that to ~20%, so
* the stamps touch but stay individually readable — actual pixels. */
const TWEAKS: Record<string, Partial<Brush>> = {
"scatter-heavy": { size: 0.075, spacing: 0.4 },
};
const PICKED: Brush[] = SHOWN.map((id) => {
const b = BRUSHES.find((x) => x.id === id) ?? BRUSHES[0];
return TWEAKS[id] ? { ...b, ...TWEAKS[id] } : b;
});
/** One paper for the whole card, with an ink per swatch. A shared ground reads as
* one sheet with three specimens on it; the inks are far enough apart in hue to
* separate the marks without any of them fighting the page. */
const PAPER_BG = "#fbf9f7";
const INKS: Ink[] = [
{ h: 336, s: 82, l: 56 }, // the set's pink
{ h: 212, s: 84, l: 52 }, // blue
{ h: 152, s: 62, l: 40 }, // green
];
export function PixelBrushCard({
bare = false,
viewTransitionName,
}: { bare?: boolean; viewTransitionName?: string } = {}) {
void bare;
const hostRef = useRef<HTMLDivElement>(null);
useEffect(() => {
const host = hostRef.current;
if (!host) return;
const reduced = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
const canvas = document.createElement("canvas");
canvas.style.cssText = "display:block;width:100%;height:100%";
host.appendChild(canvas);
const ctx = canvas.getContext("2d");
if (!ctx) return;
let raf = 0;
let start = 0;
let running = false;
let done = false;
let onScreen = false;
let hidden = false;
let inTransition = false;
let dpr = 1;
let cols = 4;
let rows = 3;
// Always three across, at every width. The card keeps a fixed aspect ratio,
// so on a phone it is short as well as narrow — stacking into one column made
// three tall cells inside a wide box, and each spiral ended up smaller than
// it is when they sit side by side.
const layout = () => {
const w = host.clientWidth;
const h = host.clientHeight;
if (!w || !h) return false;
dpr = Math.min(window.devicePixelRatio || 1, 2);
const bw = Math.round(w * dpr);
const bh = Math.round(h * dpr);
if (canvas.width !== bw || canvas.height !== bh) {
canvas.width = bw;
canvas.height = bh;
}
cols = PICKED.length;
rows = 1;
return true;
};
const draw = (elapsed: number) => {
const w = canvas.width;
const h = canvas.height;
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = PAPER_BG;
ctx.fillRect(0, 0, w, h);
// cell geometry in CSS px (the engine converts to device px itself)
const cw = host.clientWidth / cols;
const ch = host.clientHeight / rows;
const short = Math.min(cw, ch);
// Radius leaves a margin so neighbouring swatches never touch and the sheet
// reads as separate specimens.
const rMax = short * 0.38;
PICKED.forEach((brush, i) => {
const col = i % cols;
const row = Math.floor(i / cols);
const cx = cw * (col + 0.5);
const cy = ch * (row + 0.5);
const began = i * STAGGER_MS;
const p = reduced ? 1 : easeOut(Math.min(1, Math.max(0, (elapsed - began) / DRAW_MS)));
if (p <= 0) return;
const path = spiralPath(cx, cy, rMax);
stroke(ctx, path, brush, short, { progress: p, dpr, ink: INKS[i % INKS.length] });
});
};
const finished = (elapsed: number) =>
elapsed > (PICKED.length - 1) * STAGGER_MS + DRAW_MS;
const tick = (now: number) => {
if (!running) return;
const elapsed = now - start;
draw(elapsed);
if (finished(elapsed)) {
// The sheet is a still image once drawn, so the loop stops rather than
// burning frames on a finished picture.
done = true;
running = false;
return;
}
raf = requestAnimationFrame(tick);
};
const sync = () => {
const should = onScreen && !hidden && !inTransition;
if (!should) {
running = false;
cancelAnimationFrame(raf);
return;
}
if (done || running) return;
if (reduced) {
draw(Infinity);
done = true;
return;
}
running = true;
start = performance.now();
raf = requestAnimationFrame(tick);
};
if (!layout()) return;
const ro = new ResizeObserver(() => {
if (!layout()) return;
// Finished sheets repaint complete rather than replaying, so a resize is
// not a second entrance.
if (done) draw(Infinity);
});
ro.observe(host);
const io = new IntersectionObserver(
(es) => {
onScreen = es.some((e) => e.isIntersecting);
sync();
},
{ rootMargin: "200px" },
);
io.observe(host);
const onVis = () => {
hidden = document.hidden;
sync();
};
document.addEventListener("visibilitychange", onVis);
const offTransition = onTransitionChange((active) => {
inTransition = active;
sync();
});
return () => {
cancelAnimationFrame(raf);
ro.disconnect();
io.disconnect();
document.removeEventListener("visibilitychange", onVis);
offTransition();
canvas.remove();
};
}, []);
return (
<div
ref={hostRef}
data-canvas-card
style={{ viewTransitionName }}
aria-label="Three pixel brush swatches on one sheet: the same spiral drawn three times in pink, blue and green, as a combed ribbon, a dense spray, and a loose drift of squares"
className="relative aspect-[1344/620] w-full select-none overflow-hidden rounded-[12px] border border-[var(--border-line)] bg-[#fbf9f7]"
/>
);
}
```Discovery vocabulary
Related by governed terms
An animated SVG signature effect that draws out text as if hand-written.
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