# Erudit — VK loading-screen logo (Lottie) Animated logo for the **VK app loading screen** (shown before the SPA assets load). The Erudit «Э» tile (score `8`) **drops in under gravity, lands with a soft squash — its left/right edges bulging into a cushion — then springs back up**, looping. A light "glint" is caught at the moment of the bounce. | File | Purpose | |------|---------| | `erudit-loader.json` | The Lottie to upload to VK. | | `erudit-loader-preview.gif` | Looping preview. Rendered on a green "baize" background **only in the preview** — the real asset has a **transparent** background. | | `build/` | The reproducible build pipeline (see *Regenerate*). | **VK requirements met:** 96×96 px · vector Lottie JSON · ≤ 24 KB (~11 KB) · seamless ~1.1 s loop · transparent background. Design reference: a photo of the physical wooden Erudit tile. --- ## How it works A single flat layer holds the tile — a rounded-rect **face path**, the two glyphs, and a thin border — and everything is driven by that layer's transform plus a few colour / shape tracks. The anchor sits on the tile's **bottom edge**, so the squash happens against the floor. ### Bounce (gravity) `position.y` of the bottom edge goes apex → floor → apex with **no dwell** (the apex is an instantaneous turn-around). The fall uses a strong **ease-in** (accelerate) and the rise a strong **ease-out** (decelerate), so it reads as real gravity. While falling fast the tile slightly **stretches** (tall+thin); that is the squash-and-stretch setup. ### Soft cushion (squash) On contact the layer **squashes** (scaleY↓, scaleX↑) about the bottom anchor, with a touch of skew. Crucially the squash/cushion is **decoupled from the fall speed** — it eases in and out *slowly* (`ES`), so the landing feels soft even though the fall is fast. The squash is deliberately gentle (≈ 86 % / 112 %). ### The cushion shape (the hard part) The face is **not** a plain rounded rect — it is a path whose left/right contour bows out into a convex cushion on impact: - the rest rounded-rect outline is sampled (fine corner arcs + edge mids), and on impact every point is pushed outward by a smooth **barrel** profile `f(y) = b·(1 − (y/HH)²)` (max at the middle, fading to zero at the top/bottom); - so the **whole side — corners included — bows out as one piece**, never just the straight middle; - bezier handles are computed as a **chordal spline** (handle length ∝ the adjacent chord), which stays smooth across the uneven corner/edge point spacing. This is what keeps the corner↔cushion junction kink-free — both at rest and fully bulged — which a naïve uniform Catmull-Rom (or moving discrete points with fixed tangents) does not. ### Glint At the bounce the face flashes a little lighter (`FACE_GLINT`) and the glyphs warm toward brown-red (`BLACK_LIT`), then settle back. A cheap, warm "catch the light". ### Border & background The tile carries a thin static **border** a touch darker than the face (`BORDER`) so it reads on any background. The **green baize background is added only when rendering the preview GIF** — the Lottie itself is transparent. ### Player compatibility Only plain 2-D shapes (`ddd:0`) — no 3-D layers, expressions or effects — so every Lottie player (lottie-web on the web, rlottie on native) renders it identically. --- ## Glyphs `Э` (U+042D) and `8` are **real outlines from LiberationSans-Regular** — metric- compatible with Arial, matching the game's `--font: system-ui … Arial` stack (see `ui/src/app.css`). `build/extract.js` pulls the contours into `build/glyphs.json` as Lottie cubic paths; a hair of same-colour stroke adds a touch of weight. --- ## Regenerate Requirements: Node ≥ 18. `extract.js` additionally needs `opentype.js` (`npm i opentype.js`); **`generate.js` has no dependencies**. ```sh cd assets/vk # 1. (optional) re-extract the glyphs — only if you change the font: # default font: /usr/share/fonts/truetype/liberation/LiberationSans-Regular.ttf node build/extract.js [/path/to/font.ttf] # -> build/glyphs.json # 2. build the animation (reads build/glyphs.json): node build/generate.js erudit-loader.json # -> erudit-loader.json # 3. (optional) live preview — needs lottie-web (npm i lottie-web): node build/build-preview.js erudit-loader.json preview.html # then open preview.html in a browser. ``` The preview GIF is assembled by rendering the Lottie frame-by-frame (lottie-web canvas, filled with the green baize) and stitching with `ffmpeg`; the live HTML preview is the quickest way to eyeball changes. ## Tunables (top of `build/generate.js`) | Symbol | Meaning | |--------|---------| | `OP`, `FR` | loop length (frames) / fps — overall speed | | `T_HIT / T_PEAK / T_LIFT / T_REC` | beats: contact / squash peak / lift-off / cushion recovered | | `EI / EO / ES` | easings: fast fall / fast rise / slow soft cushion | | `APEX`, `FLOOR` | bottom-edge screen-y at the top of the bounce / at rest | | `HW`, `HH`, `CR` | tile half-width / half-height / corner radius | | `scl` squash values | the squash amount (scaleX↑ / scaleY↓) | | `bulge` `b` | cushion depth (how far the sides bow out) | | `FACE / FACE_GLINT` | wood face / glint flash | | `BORDER` | tile rim colour | | `BLACK / BLACK_LIT` | glyph / glyph-at-glint (brown-red) | | preview bg `#3C7858` | the green-baize colour used **only** in the GIF |