"use strict";Object.defineProperty(exports, "__esModule", { value: true });exports.ArminComponent = void 0; var _theme = require("../theme/theme.js"); /** * Armin says hi! A fun easter egg with animated XBM art. */ // XBM image: 31x36 pixels, LSB first, 1=background, 0=foreground const WIDTH = 31;const HEIGHT = 36; const BITS = [ 0xff, 0xff, 0xff, 0x7f, 0xff, 0xf0, 0xff, 0x7f, 0xff, 0xed, 0xff, 0x7f, 0xff, 0xdb, 0xff, 0x7f, 0xff, 0xb7, 0xff, 0x7f, 0xff, 0x77, 0xfe, 0x7f, 0x3f, 0xf8, 0xfe, 0x7f, 0xdf, 0xff, 0xfe, 0x7f, 0xdf, 0x3f, 0xfc, 0x7f, 0x9f, 0xc3, 0xfb, 0x7f, 0x6f, 0xfc, 0xf4, 0x7f, 0xf7, 0x0f, 0xf7, 0x7f, 0xf7, 0xff, 0xf7, 0x7f, 0xf7, 0xff, 0xe3, 0x7f, 0xf7, 0x07, 0xe8, 0x7f, 0xef, 0xf8, 0x67, 0x70, 0x0f, 0xff, 0xbb, 0x6f, 0xf1, 0x00, 0xd0, 0x5b, 0xfd, 0x3f, 0xec, 0x53, 0xc1, 0xff, 0xef, 0x57, 0x9f, 0xfd, 0xee, 0x5f, 0x9f, 0xfc, 0xae, 0x5f, 0x1f, 0x78, 0xac, 0x5f, 0x3f, 0x00, 0x50, 0x6c, 0x7f, 0x00, 0xdc, 0x77, 0xff, 0xc0, 0x3f, 0x78, 0xff, 0x01, 0xf8, 0x7f, 0xff, 0x03, 0x9c, 0x78, 0xff, 0x07, 0x8c, 0x7c, 0xff, 0x0f, 0xce, 0x78, 0xff, 0xff, 0xcf, 0x7f, 0xff, 0xff, 0xcf, 0x78, 0xff, 0xff, 0xdf, 0x78, 0xff, 0xff, 0xdf, 0x7d, 0xff, 0xff, 0x3f, 0x7e, 0xff, 0xff, 0xff, 0x7f]; const BYTES_PER_ROW = Math.ceil(WIDTH / 8); const DISPLAY_HEIGHT = Math.ceil(HEIGHT / 2); // Half-block rendering const EFFECTS = ["typewriter", "scanline", "rain", "fade", "crt", "glitch", "dissolve"]; // Get pixel at (x, y): true = foreground, false = background function getPixel(x, y) { if (y >= HEIGHT) return false; const byteIndex = y * BYTES_PER_ROW + Math.floor(x / 8); const bitIndex = x % 8; return (BITS[byteIndex] >> bitIndex & 1) === 0; } // Get the character for a cell (2 vertical pixels packed) function getChar(x, row) { const upper = getPixel(x, row * 2); const lower = getPixel(x, row * 2 + 1); if (upper && lower) return "█"; if (upper) return "▀"; if (lower) return "▄"; return " "; } // Build the final image grid function buildFinalGrid() { const grid = []; for (let row = 0; row < DISPLAY_HEIGHT; row++) { const line = []; for (let x = 0; x < WIDTH; x++) { line.push(getChar(x, row)); } grid.push(line); } return grid; } class ArminComponent { ui; interval = null; effect; finalGrid; currentGrid; effectState = {}; cachedLines = []; cachedWidth = 0; gridVersion = 0; cachedVersion = -1; constructor(ui) { this.ui = ui; this.effect = EFFECTS[Math.floor(Math.random() * EFFECTS.length)]; this.finalGrid = buildFinalGrid(); this.currentGrid = this.createEmptyGrid(); this.initEffect(); this.startAnimation(); } invalidate() { this.cachedWidth = 0; } render(width) { if (width === this.cachedWidth && this.cachedVersion === this.gridVersion) { return this.cachedLines; } const padding = 1; const availableWidth = width - padding; this.cachedLines = this.currentGrid.map((row) => { // Clip row to available width before applying color const clipped = row.slice(0, availableWidth).join(""); const padRight = Math.max(0, width - padding - clipped.length); return ` ${_theme.theme.fg("accent", clipped)}${" ".repeat(padRight)}`; }); // Add "ARMIN SAYS HI" at the end const message = "ARMIN SAYS HI"; const msgPadRight = Math.max(0, width - padding - message.length); this.cachedLines.push(` ${_theme.theme.fg("accent", message)}${" ".repeat(msgPadRight)}`); this.cachedWidth = width; this.cachedVersion = this.gridVersion; return this.cachedLines; } createEmptyGrid() { return Array.from({ length: DISPLAY_HEIGHT }, () => Array(WIDTH).fill(" ")); } initEffect() { switch (this.effect) { case "typewriter": this.effectState = { pos: 0 }; break; case "scanline": this.effectState = { row: 0 }; break; case "rain": // Track falling position for each column this.effectState = { drops: Array.from({ length: WIDTH }, () => ({ y: -Math.floor(Math.random() * DISPLAY_HEIGHT * 2), settled: 0 })) }; break; case "fade":{ // Shuffle all pixel positions const positions = []; for (let row = 0; row < DISPLAY_HEIGHT; row++) { for (let x = 0; x < WIDTH; x++) { positions.push([row, x]); } } // Fisher-Yates shuffle for (let i = positions.length - 1; i > 0; i--) { const j = Math.floor(Math.random() * (i + 1)); [positions[i], positions[j]] = [positions[j], positions[i]]; } this.effectState = { positions, idx: 0 }; break; } case "crt": this.effectState = { expansion: 0 }; break; case "glitch": this.effectState = { phase: 0, glitchFrames: 8 }; break; case "dissolve":{ // Start with random noise this.currentGrid = Array.from({ length: DISPLAY_HEIGHT }, () => Array.from({ length: WIDTH }, () => { const chars = [" ", "░", "▒", "▓", "█", "▀", "▄"]; return chars[Math.floor(Math.random() * chars.length)]; })); // Shuffle positions for gradual resolve const dissolvePositions = []; for (let row = 0; row < DISPLAY_HEIGHT; row++) { for (let x = 0; x < WIDTH; x++) { dissolvePositions.push([row, x]); } } for (let i = dissolvePositions.length - 1; i > 0; i--) { const j = Math.floor(Math.random() * (i + 1)); [dissolvePositions[i], dissolvePositions[j]] = [dissolvePositions[j], dissolvePositions[i]]; } this.effectState = { positions: dissolvePositions, idx: 0 }; break; } } } startAnimation() { const fps = this.effect === "glitch" ? 60 : 30; this.interval = setInterval(() => { const done = this.tickEffect(); this.updateDisplay(); this.ui.requestRender(); if (done) { this.stopAnimation(); } }, 1000 / fps); } stopAnimation() { if (this.interval) { clearInterval(this.interval); this.interval = null; } } tickEffect() { switch (this.effect) { case "typewriter": return this.tickTypewriter(); case "scanline": return this.tickScanline(); case "rain": return this.tickRain(); case "fade": return this.tickFade(); case "crt": return this.tickCrt(); case "glitch": return this.tickGlitch(); case "dissolve": return this.tickDissolve(); default: return true; } } tickTypewriter() { const state = this.effectState; const pixelsPerFrame = 3; for (let i = 0; i < pixelsPerFrame; i++) { const row = Math.floor(state.pos / WIDTH); const x = state.pos % WIDTH; if (row >= DISPLAY_HEIGHT) return true; this.currentGrid[row][x] = this.finalGrid[row][x]; state.pos++; } return false; } tickScanline() { const state = this.effectState; if (state.row >= DISPLAY_HEIGHT) return true; // Copy row for (let x = 0; x < WIDTH; x++) { this.currentGrid[state.row][x] = this.finalGrid[state.row][x]; } state.row++; return false; } tickRain() { const state = this.effectState; let allSettled = true; this.currentGrid = this.createEmptyGrid(); for (let x = 0; x < WIDTH; x++) { const drop = state.drops[x]; // Draw settled pixels for (let row = DISPLAY_HEIGHT - 1; row >= DISPLAY_HEIGHT - drop.settled; row--) { if (row >= 0) { this.currentGrid[row][x] = this.finalGrid[row][x]; } } // Check if this column is done if (drop.settled >= DISPLAY_HEIGHT) continue; allSettled = false; // Find the target row for this column (lowest non-space pixel) let targetRow = -1; for (let row = DISPLAY_HEIGHT - 1 - drop.settled; row >= 0; row--) { if (this.finalGrid[row][x] !== " ") { targetRow = row; break; } } // Move drop down drop.y++; // Draw falling drop if (drop.y >= 0 && drop.y < DISPLAY_HEIGHT) { if (targetRow >= 0 && drop.y >= targetRow) { // Settle drop.settled = DISPLAY_HEIGHT - targetRow; drop.y = -Math.floor(Math.random() * 5) - 1; } else { // Still falling this.currentGrid[drop.y][x] = "▓"; } } } return allSettled; } tickFade() { const state = this.effectState; const pixelsPerFrame = 15; for (let i = 0; i < pixelsPerFrame; i++) { if (state.idx >= state.positions.length) return true; const [row, x] = state.positions[state.idx]; this.currentGrid[row][x] = this.finalGrid[row][x]; state.idx++; } return false; } tickCrt() { const state = this.effectState; const midRow = Math.floor(DISPLAY_HEIGHT / 2); this.currentGrid = this.createEmptyGrid(); // Draw from middle expanding outward const top = midRow - state.expansion; const bottom = midRow + state.expansion; for (let row = Math.max(0, top); row <= Math.min(DISPLAY_HEIGHT - 1, bottom); row++) { for (let x = 0; x < WIDTH; x++) { this.currentGrid[row][x] = this.finalGrid[row][x]; } } state.expansion++; return state.expansion > DISPLAY_HEIGHT; } tickGlitch() { const state = this.effectState; if (state.phase < state.glitchFrames) { // Glitch phase: show corrupted version this.currentGrid = this.finalGrid.map((row) => { const offset = Math.floor(Math.random() * 7) - 3; const glitchRow = [...row]; // Random horizontal offset if (Math.random() < 0.3) { const shifted = glitchRow.slice(offset).concat(glitchRow.slice(0, offset)); return shifted.slice(0, WIDTH); } // Random vertical swap if (Math.random() < 0.2) { const swapRow = Math.floor(Math.random() * DISPLAY_HEIGHT); return [...this.finalGrid[swapRow]]; } return glitchRow; }); state.phase++; return false; } // Final frame: show clean image this.currentGrid = this.finalGrid.map((row) => [...row]); return true; } tickDissolve() { const state = this.effectState; const pixelsPerFrame = 20; for (let i = 0; i < pixelsPerFrame; i++) { if (state.idx >= state.positions.length) return true; const [row, x] = state.positions[state.idx]; this.currentGrid[row][x] = this.finalGrid[row][x]; state.idx++; } return false; } updateDisplay() { this.gridVersion++; } dispose() { this.stopAnimation(); } }exports.ArminComponent = ArminComponent; /* v9-fef8601cf67164db */