Merge pull request 'feat(assets): VK loading-screen Lottie — bouncing Erudit tile' (#146) from feature/vk-loader-lottie into development
This commit was merged in pull request #146.
This commit is contained in:
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# Erudit — VK loading-screen logo (Lottie)
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Animated logo for the **VK app loading screen** (shown before the SPA assets load).
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The Erudit «Э» tile (score `8`) **drops in under gravity, lands with a soft squash —
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its left/right edges bulging into a cushion — then springs back up**, looping. A light
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"glint" is caught at the moment of the bounce.
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| File | Purpose |
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|------|---------|
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| `erudit-loader.json` | The Lottie to upload to VK. |
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| `erudit-loader-preview.gif` | Looping preview. Rendered on a green "baize" background **only in the preview** — the real asset has a **transparent** background. |
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| `build/` | The reproducible build pipeline (see *Regenerate*). |
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**VK requirements met:** 96×96 px · vector Lottie JSON · ≤ 24 KB (~11 KB) · seamless
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~1.1 s loop · transparent background.
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Design reference: a photo of the physical wooden Erudit tile.
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---
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## How it works
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A single flat layer holds the tile — a rounded-rect **face path**, the two glyphs, and
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a thin border — and everything is driven by that layer's transform plus a few colour /
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shape tracks. The anchor sits on the tile's **bottom edge**, so the squash happens
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against the floor.
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### Bounce (gravity)
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`position.y` of the bottom edge goes apex → floor → apex with **no dwell** (the apex is
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an instantaneous turn-around). The fall uses a strong **ease-in** (accelerate) and the
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rise a strong **ease-out** (decelerate), so it reads as real gravity. While falling fast
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the tile slightly **stretches** (tall+thin); that is the squash-and-stretch setup.
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### Soft cushion (squash)
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On contact the layer **squashes** (scaleY↓, scaleX↑) about the bottom anchor, with a
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touch of skew. Crucially the squash/cushion is **decoupled from the fall speed** — it
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eases in and out *slowly* (`ES`), so the landing feels soft even though the fall is
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fast. The squash is deliberately gentle (≈ 86 % / 112 %).
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### The cushion shape (the hard part)
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The face is **not** a plain rounded rect — it is a path whose left/right contour bows
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out into a convex cushion on impact:
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- the rest rounded-rect outline is sampled (fine corner arcs + edge mids), and on impact
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every point is pushed outward by a smooth **barrel** profile `f(y) = b·(1 − (y/HH)²)`
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(max at the middle, fading to zero at the top/bottom);
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- so the **whole side — corners included — bows out as one piece**, never just the
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straight middle;
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- bezier handles are computed as a **chordal spline** (handle length ∝ the adjacent
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chord), which stays smooth across the uneven corner/edge point spacing. This is what
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keeps the corner↔cushion junction kink-free — both at rest and fully bulged — which a
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naïve uniform Catmull-Rom (or moving discrete points with fixed tangents) does not.
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### Glint
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At the bounce the face flashes a little lighter (`FACE_GLINT`) and the glyphs warm
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toward brown-red (`BLACK_LIT`), then settle back. A cheap, warm "catch the light".
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### Border & background
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The tile carries a thin static **border** a touch darker than the face (`BORDER`) so it
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reads on any background. The **green baize background is added only when rendering the
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preview GIF** — the Lottie itself is transparent.
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### Player compatibility
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Only plain 2-D shapes (`ddd:0`) — no 3-D layers, expressions or effects — so every
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Lottie player (lottie-web on the web, rlottie on native) renders it identically.
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---
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## Glyphs
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`Э` (U+042D) and `8` are **real outlines from LiberationSans-Regular** — metric-
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compatible with Arial, matching the game's `--font: system-ui … Arial` stack
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(see `ui/src/app.css`). `build/extract.js` pulls the contours into `build/glyphs.json`
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as Lottie cubic paths; a hair of same-colour stroke adds a touch of weight.
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---
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## Regenerate
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Requirements: Node ≥ 18. `extract.js` additionally needs `opentype.js`
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(`npm i opentype.js`); **`generate.js` has no dependencies**.
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```sh
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cd assets/vk
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# 1. (optional) re-extract the glyphs — only if you change the font:
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# default font: /usr/share/fonts/truetype/liberation/LiberationSans-Regular.ttf
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node build/extract.js [/path/to/font.ttf] # -> build/glyphs.json
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# 2. build the animation (reads build/glyphs.json):
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node build/generate.js erudit-loader.json # -> erudit-loader.json
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# 3. (optional) live preview — needs lottie-web (npm i lottie-web):
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node build/build-preview.js erudit-loader.json preview.html
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# then open preview.html in a browser.
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```
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The preview GIF is assembled by rendering the Lottie frame-by-frame (lottie-web canvas,
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filled with the green baize) and stitching with `ffmpeg`; the live HTML preview is the
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quickest way to eyeball changes.
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## Tunables (top of `build/generate.js`)
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| Symbol | Meaning |
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|--------|---------|
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| `OP`, `FR` | loop length (frames) / fps — overall speed |
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| `T_HIT / T_PEAK / T_LIFT / T_REC` | beats: contact / squash peak / lift-off / cushion recovered |
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| `EI / EO / ES` | easings: fast fall / fast rise / slow soft cushion |
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| `APEX`, `FLOOR` | bottom-edge screen-y at the top of the bounce / at rest |
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| `HW`, `HH`, `CR` | tile half-width / half-height / corner radius |
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| `scl` squash values | the squash amount (scaleX↑ / scaleY↓) |
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| `bulge` `b` | cushion depth (how far the sides bow out) |
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| `FACE / FACE_GLINT` | wood face / glint flash |
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| `BORDER` | tile rim colour |
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| `BLACK / BLACK_LIT` | glyph / glyph-at-glint (brown-red) |
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| preview bg `#3C7858` | the green-baize colour used **only** in the GIF |
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'use strict';
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const fs = require('fs');
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const data = fs.readFileSync(process.argv[2] || 'erudit.json', 'utf8');
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const lottiePath = __dirname + '/node_modules/lottie-web/build/player/lottie.min.js';
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const html = `<!doctype html><html><head><meta charset="utf8"><style>
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body{margin:0;background:#2b2b2b;font-family:sans-serif;color:#ccc}
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.row{display:flex;gap:18px;padding:18px;align-items:flex-end;flex-wrap:wrap}
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.cell{text-align:center}
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.chk{background-image:linear-gradient(45deg,#8a8a8a 25%,transparent 25%),linear-gradient(-45deg,#8a8a8a 25%,transparent 25%),linear-gradient(45deg,transparent 75%,#8a8a8a 75%),linear-gradient(-45deg,transparent 75%,#8a8a8a 75%);background-size:16px 16px;background-position:0 0,0 8px,8px -8px,-8px 0;background-color:#b5b5b5}
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.s96{width:96px;height:96px}.big{width:336px;height:336px}small{font-size:11px}
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</style></head><body><div class="row" id="row"></div>
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<script src="./lottie.min.js"></script>
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<script>
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const animationData=${data};window.AD=animationData;
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const row=document.getElementById('row');window.anims=[];
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function make(cls,frame,label){
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const cell=document.createElement('div');cell.className='cell';
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const box=document.createElement('div');box.className='chk '+cls;cell.appendChild(box);
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cell.appendChild(document.createElement('br'));
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const cap=document.createElement('small');cap.textContent=label;cell.appendChild(cap);
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row.appendChild(cell);
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const a=lottie.loadAnimation({container:box,renderer:'svg',loop:false,autoplay:false,animationData:JSON.parse(JSON.stringify(animationData))});
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a.addEventListener('DOMLoaded',()=>a.goToAndStop(frame,true));
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window.anims.push(a);
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}
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[0,22,45,68].forEach(f=>make('s96',f,'f'+f));
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make('big',22,'f22 x3.5');
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window.__ready=true;
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</script></body></html>`;
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fs.writeFileSync(process.argv[3] || 'preview.html', html);
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console.log('wrote', process.argv[3] || 'preview.html');
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'use strict';
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// Extract the Cyrillic "Э" (U+042D) and the digit "8" outlines from a grotesque
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// font (LiberationSans = Arial-metric, matching the game's system-ui/Arial stack)
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// and emit Lottie cubic-bezier contours, centred at the origin, y-down.
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const opentype = require('opentype.js');
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const fs = require('fs');
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const FONT = process.argv[2] || '/usr/share/fonts/truetype/liberation/LiberationSans-Regular.ttf';
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const b = fs.readFileSync(FONT);
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const font = opentype.parse(b.buffer.slice(b.byteOffset, b.byteOffset + b.byteLength));
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const FS = 1000; // em scale
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function glyphContours(ch) {
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const p = font.charToGlyph(ch).getPath(0, 0, FS); // baseline at y=0, y-down
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const contours = [];
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let cur = null, prev = null;
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for (const c of p.commands) {
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if (c.type === 'M') {
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if (cur) contours.push(cur);
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cur = [{ v: [c.x, c.y], i: [c.x, c.y], o: [c.x, c.y] }];
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prev = { x: c.x, y: c.y };
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} else if (c.type === 'L') {
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cur.push({ v: [c.x, c.y], i: [c.x, c.y], o: [c.x, c.y] });
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prev = { x: c.x, y: c.y };
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} else if (c.type === 'C') {
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cur[cur.length - 1].o = [c.x1, c.y1];
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cur.push({ v: [c.x, c.y], i: [c.x2, c.y2], o: [c.x, c.y] });
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prev = { x: c.x, y: c.y };
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} else if (c.type === 'Q') {
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const c1 = [prev.x + 2 / 3 * (c.x1 - prev.x), prev.y + 2 / 3 * (c.y1 - prev.y)];
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const c2 = [c.x + 2 / 3 * (c.x1 - c.x), c.y + 2 / 3 * (c.y1 - c.y)];
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cur[cur.length - 1].o = c1;
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cur.push({ v: [c.x, c.y], i: c2, o: [c.x, c.y] });
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prev = { x: c.x, y: c.y };
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} else if (c.type === 'Z') {
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if (cur && cur.length > 1) {
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const last = cur[cur.length - 1], first = cur[0];
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if (Math.hypot(last.v[0] - first.v[0], last.v[1] - first.v[1]) < 1e-3) {
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first.i = last.i; // fold the duplicate closing point into the first
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cur.pop();
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}
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}
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if (cur) { contours.push(cur); cur = null; }
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}
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}
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if (cur) contours.push(cur);
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let minx = Infinity, miny = Infinity, maxx = -Infinity, maxy = -Infinity;
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const out = contours.map(ct => {
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const v = [], i = [], o = [];
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ct.forEach(pt => {
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v.push(pt.v);
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i.push([pt.i[0] - pt.v[0], pt.i[1] - pt.v[1]]);
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o.push([pt.o[0] - pt.v[0], pt.o[1] - pt.v[1]]);
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minx = Math.min(minx, pt.v[0]); maxx = Math.max(maxx, pt.v[0]);
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miny = Math.min(miny, pt.v[1]); maxy = Math.max(maxy, pt.v[1]);
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});
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return { i, o, v, c: true };
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});
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return { contours: out, bbox: { x: minx, y: miny, w: maxx - minx, h: maxy - miny } };
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}
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const E = glyphContours('Э');
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const D8 = glyphContours('8');
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fs.writeFileSync('glyphs.json', JSON.stringify({ em: FS, E, D8 }));
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console.log('Э bbox', E.bbox, 'contours', E.contours.map(c => c.v.length));
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console.log('8 bbox', D8.bbox, 'contours', D8.contours.map(c => c.v.length));
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'use strict';
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// VK preloader Lottie: a flat wooden Erudit tile ("Э" + score "8") that drops in
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// under gravity, squashes on impact (convex cushion bulging out the left/right edges
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// + a touch of skew), and springs back up — looping. A light "glint" is caught at the
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// moment of the bounce. Pure 2D shapes (ddd:0). Glyphs are real LiberationSans
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// outlines (Arial-metric, = the game's font stack); see extract.js -> glyphs.json.
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const fs = require('fs');
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const G = JSON.parse(fs.readFileSync(__dirname + '/glyphs.json', 'utf8'));
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// ---- canvas / timing -------------------------------------------------------
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const W = 96, H = 96, cx = 48;
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const FR = 30, OP = 34; // ~1.13 s loop (dynamic, 25% faster)
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// keyframe beats (frames): fast fall -> soft squash -> lift -> fast rise -> apex (no dwell)
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const T_HIT = 13, T_PEAK = 18, T_LIFT = 19, T_REC = 28;
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// ---- geometry --------------------------------------------------------------
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const HW = 26, HH = 26, CR = 6; // tile half-width / half-height / corner radius
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const FLOOR = 90, APEX = 60; // bottom-centre screen-y at rest / at the top of the bounce
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// ---- palette ---------------------------------------------------------------
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const col = h => [parseInt(h.slice(1,3),16)/255, parseInt(h.slice(3,5),16)/255, parseInt(h.slice(5,7),16)/255];
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const FACE = col('#D9B978'); // wood face (flat)
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const FACE_GLINT = col('#E7CD95'); // face flash caught on impact (gentle, not blinding)
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const BORDER = col('#B49559'); // tile rim: a touch darker than the face, reads on any bg
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const BLACK = col('#1A1A1A');
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const BLACK_LIT = col('#421A0B'); // glyph warms to brown-red on the glint
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const lerp = (a, b, t) => a.map((v, i) => v + (b[i] - v) * t);
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// ---- property / easing helpers ---------------------------------------------
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const still = v => ({ a: 0, k: v });
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const EI = { o: { x: [0.82], y: [0] }, i: { x: [1], y: [1] } }; // strong accelerate (gravity fall)
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const EO = { o: { x: [0], y: [0] }, i: { x: [0.18], y: [1] } }; // strong decelerate (rise to apex)
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const ES = { o: { x: [0.42], y: [0] }, i: { x: [0.58], y: [1] } }; // soft/slow (the cushion)
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function anim(samples) { // samples: {t, v, e?} ; e = easing toward the NEXT key
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return { a: 1, k: samples.map((s, idx) => {
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const kf = { t: s.t, s: s.v };
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if (idx < samples.length - 1) { const e = s.e || ES; kf.o = e.o; kf.i = e.i; }
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return kf;
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}) };
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}
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const animColor = s => anim(s.map(x => ({ t: x.t, v: [...x.v, 1], e: x.e })));
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// ---- shape helpers ---------------------------------------------------------
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const tr = () => ({ ty: 'tr', p: still([0,0]), a: still([0,0]), s: still([100,100]), r: still(0), o: still(100) });
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const grp = (items, nm) => ({ ty: 'gr', it: [...items, tr()], nm });
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const fill = c => ({ ty: 'fl', c, o: still(100), r: 1, bm: 0 });
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const stroke = (c,w) => ({ ty: 'st', c: still(c), o: still(100), w: still(w), lc: 2, lj: 2, ml: 4, bm: 0 });
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function glyph(gd, hpx, px, py, bold, colour, nm) { // font glyph -> filled+stroked group
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const sc = hpx / gd.bbox.h;
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const bcx = gd.bbox.x + gd.bbox.w / 2, bcy = gd.bbox.y + gd.bbox.h / 2;
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const shapes = gd.contours.map(ct => ({
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ty: 'sh', d: 1, ks: still({
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i: ct.i.map(p => [p[0]*sc, p[1]*sc]), o: ct.o.map(p => [p[0]*sc, p[1]*sc]),
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v: ct.v.map(p => [(p[0]-bcx)*sc + px, (p[1]-bcy)*sc + py]), c: true,
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}),
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}));
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return grp([...shapes, fill(colour), stroke(BLACK, bold)], nm);
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}
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// Sample the rest rounded-rect outline (clockwise): fine corner arcs + one mid point
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// per straight edge, so a smooth interpolant reproduces it cleanly.
|
||||||
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function arc(ccx, ccy, a0, a1, n) {
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|
const out = [];
|
||||||
|
for (let i = 0; i < n; i++) { const a = (a0 + (a1 - a0) * i / (n - 1)) * Math.PI / 180; out.push([ccx + CR*Math.cos(a), ccy + CR*Math.sin(a)]); }
|
||||||
|
return out;
|
||||||
|
}
|
||||||
|
const REST = (() => {
|
||||||
|
const NC = 7, yi = HH - CR, xi = HW - CR;
|
||||||
|
const C = [ arc(xi,-yi,-90,0,NC), arc(xi,yi,0,90,NC), arc(-xi,yi,90,180,NC), arc(-xi,-yi,180,270,NC) ];
|
||||||
|
const pts = [];
|
||||||
|
for (let k = 0; k < 4; k++) {
|
||||||
|
pts.push(...C[k]);
|
||||||
|
const a = C[k][NC-1], b = C[(k+1)%4][0];
|
||||||
|
pts.push([(a[0]+b[0])/2, (a[1]+b[1])/2]); // straight-edge mid point (keeps the edge straight)
|
||||||
|
}
|
||||||
|
return pts;
|
||||||
|
})();
|
||||||
|
// The whole left/right contour (corners + side) bows out by one smooth barrel profile;
|
||||||
|
// Catmull-Rom tangents (from neighbours) make every junction C1-smooth -> no kink, the
|
||||||
|
// corners follow the cushion and the cushion melts into the corners, bulged or not.
|
||||||
|
function facePath(b) {
|
||||||
|
const f = y => b * (1 - (y/HH) * (y/HH)); // 0 at top/bottom, max at the middle
|
||||||
|
const V = REST.map(([x, y]) => [x + Math.sign(x) * f(y), y]); // push the sides out, top/bottom stay
|
||||||
|
const n = V.length, I = [], O = [];
|
||||||
|
for (let k = 0; k < n; k++) {
|
||||||
|
const p0 = V[(k-1+n)%n], p1 = V[k], p2 = V[(k+1)%n];
|
||||||
|
let dx = p2[0]-p0[0], dy = p2[1]-p0[1]; // tangent direction (neighbours)
|
||||||
|
const dl = Math.hypot(dx, dy) || 1; dx /= dl; dy /= dl;
|
||||||
|
const ln = Math.hypot(p2[0]-p1[0], p2[1]-p1[1]) / 3; // handles ~ 1/3 of the adjacent chord
|
||||||
|
const lp = Math.hypot(p1[0]-p0[0], p1[1]-p0[1]) / 3; // -> chordal spline, no overshoot/facets
|
||||||
|
O.push([dx*ln, dy*ln]); I.push([-dx*lp, -dy*lp]);
|
||||||
|
}
|
||||||
|
return { i: I, o: O, v: V, c: true };
|
||||||
|
}
|
||||||
|
const facePathKeys = samples => ({ a: 1, k: samples.map((s, idx) => {
|
||||||
|
const kf = { t: s.t, s: [facePath(s.b)] };
|
||||||
|
if (idx < samples.length - 1) { const e = s.e || ES; kf.o = e.o; kf.i = e.i; }
|
||||||
|
return kf;
|
||||||
|
}) });
|
||||||
|
|
||||||
|
// ---- animation tracks ------------------------------------------------------
|
||||||
|
// bottom-centre screen-y (the tile rests/squashes on its bottom edge)
|
||||||
|
const posY = anim([
|
||||||
|
{ t: 0, v: [cx, APEX, 0], e: EI }, // apex -> immediately falls (no dwell)
|
||||||
|
{ t: T_HIT, v: [cx, FLOOR, 0], e: ES }, // FAST fall (accelerate) -> floor
|
||||||
|
{ t: T_LIFT, v: [cx, FLOOR, 0], e: EO }, // sit on the floor while the cushion absorbs
|
||||||
|
{ t: OP, v: [cx, APEX, 0] }, // FAST rise (decelerate) -> apex = loop start
|
||||||
|
]);
|
||||||
|
// scale about the bottom anchor: stretch while falling, gentle/slow cushion squash on impact
|
||||||
|
const scl = anim([
|
||||||
|
{ t: 0, v: [100, 100, 100], e: ES },
|
||||||
|
{ t: T_HIT-5, v: [95, 106, 100], e: ES }, // stretch while falling fast
|
||||||
|
{ t: T_HIT, v: [104, 95, 100], e: ES }, // touch down
|
||||||
|
{ t: T_PEAK, v: [112, 86, 100], e: ES }, // soft squash peak (gentler, less plче)
|
||||||
|
{ t: T_REC, v: [100, 100, 100], e: ES }, // slow cushion release -> soft landing
|
||||||
|
{ t: OP, v: [100, 100, 100] },
|
||||||
|
]);
|
||||||
|
// a touch of skew through the squash (organic deform), back to 0
|
||||||
|
const skw = anim([
|
||||||
|
{ t: T_HIT, v: [0], e: ES }, { t: T_PEAK, v: [4], e: ES }, { t: T_REC, v: [0] }, { t: OP, v: [0] },
|
||||||
|
]);
|
||||||
|
// left/right cushion bulge: 0 -> gentle peak -> 0 (never inward)
|
||||||
|
const bulge = facePathKeys([
|
||||||
|
{ t: T_HIT, b: 0, e: ES }, { t: T_PEAK, b: 4, e: ES }, { t: T_REC, b: 0 }, { t: OP, b: 0 },
|
||||||
|
]);
|
||||||
|
// glint: face + glyph catch the light at the bounce
|
||||||
|
const faceCol = animColor([
|
||||||
|
{ t: T_HIT-2, v: FACE, e: ES }, { t: T_PEAK, v: FACE_GLINT, e: ES }, { t: T_REC, v: FACE }, { t: OP, v: FACE },
|
||||||
|
]);
|
||||||
|
const glyphCol = animColor([
|
||||||
|
{ t: T_HIT-2, v: BLACK, e: ES }, { t: T_PEAK, v: BLACK_LIT, e: ES }, { t: T_REC, v: BLACK }, { t: OP, v: BLACK },
|
||||||
|
]);
|
||||||
|
|
||||||
|
// ---- layer (face + glyphs share the bounce/squash transform) ---------------
|
||||||
|
const faceShape = grp([ { ty: 'sh', d: 1, ks: bulge }, fill(faceCol), stroke(BORDER, 1.8) ], 'face');
|
||||||
|
const glyphE = glyph(G.E, 32, 0, -1, 1.0, glyphCol, 'E'); // centred Э
|
||||||
|
const glyph8 = glyph(G.D8, 8.5, HW-6.5, HH-7.5, 0.5, glyphCol, 'score'); // 8 in the corner
|
||||||
|
|
||||||
|
const tile = {
|
||||||
|
ddd: 0, ind: 1, ty: 4, nm: 'tile', sr: 1,
|
||||||
|
ks: { o: still(100), r: still(0), p: posY, a: still([0, HH, 0]), s: scl, sk: skw, sa: still(0) },
|
||||||
|
ao: 0, shapes: [ glyph8, glyphE, faceShape ], ip: 0, op: OP, st: 0, bm: 0,
|
||||||
|
};
|
||||||
|
|
||||||
|
const root = {
|
||||||
|
v: '5.7.4', fr: FR, ip: 0, op: OP, w: W, h: H, nm: 'erudit-vk-loader', ddd: 0,
|
||||||
|
assets: [], layers: [ tile ], markers: [],
|
||||||
|
};
|
||||||
|
|
||||||
|
const out = process.argv[2] || 'erudit.json';
|
||||||
|
const round = (k, v) => (typeof v === 'number' ? Math.round(v * 100) / 100 : v);
|
||||||
|
fs.writeFileSync(out, JSON.stringify(root, round));
|
||||||
|
console.log('wrote', out, fs.statSync(out).size, 'bytes');
|
||||||
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|
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Reference in New Issue
Block a user