Verse Text

Text that prints like a misregistered comic, then keeps glitching like it fell in from another universe.

And a lean, silent figure slowly fades into the gathering darkness, aware at last that in this world, with great power there must also come... great responsibility!

Speed
Background
Idle glitch
/** * <VerseText />: text that prints like a misregistered comic, then keeps glitching. * React only. The text stays real and selectable; reduced motion shows it printed. */ 'use client' import {  type CSSProperties,  Fragment,  type Ref,  useEffect,  useImperativeHandle,  useRef,  useState,  useSyncExternalStore,} from 'react' /** mulberry32: a small seeded PRNG, uniform in [0, 1). */function rng(seed: number): () => number {  let state = seed >>> 0  return () => {    state = (state + 0x6d2b79f5) >>> 0    let t = state    t = Math.imul(t ^ (t >>> 15), t | 1)    t ^= t + Math.imul(t ^ (t >>> 7), t | 61)    return ((t ^ (t >>> 14)) >>> 0) / 4294967296  }} /** Two numbers mixed into one 32-bit seed (murmur3's finalizer). */function mixSeed(a: number, b: number): number {  let h = (Math.imul(a >>> 0, 0x9e3779b1) ^ (b >>> 0)) >>> 0  h = Math.imul(h ^ (h >>> 16), 0x85ebca6b)  h = Math.imul(h ^ (h >>> 13), 0xc2b2ae35)  return (h ^ (h >>> 16)) >>> 0} /** One tick: a frame on ones, 24 a second. A hold on twos lasts two. */const FRAME_MS = 1000 / 24 /** The flat glitch colours, named as in verse-text.css. */const FLAT = ['violet', 'magenta', 'green', 'gold'] as const /** Which flat colours carry dark ink; the rest carry white. */const FLAT_LIGHT = [false, false, true, true] as const type Point = [number, number] interface Plates {  /** The cyan, magenta and yellow plates' offsets from register, em. */  c: Point  m: Point  y: Point} interface Shard {  /** The piece, as polygon points in % of the word's box. */  points: Point[]  /** The same piece grown about its centre: its black edge. */  rim: Point[]  /** Its centre, % of the word's box. */  cx: number  cy: number  /** How far it is pushed out, em, and turned, degrees. */  dx: number  dy: number  turn: number  /** Its flat colour, an index into FLAT. */  color: number  /** The angle of its motion streak, degrees, or -1 for none. */  streak: number} interface Copy {  /** Offset, em, and flat colour (FLAT index). */  dx: number  dy: number  color: number} /** How a word looks for one frame. */interface Look {  /** The black key is printed. */  key: boolean  plates: Plates | null  shards: Shard[] | null  copies: Copy[]  /** The interlace tear through the frame's inks, or null for none. */  comb: Comb | null  /** A seed for its dots, specks and torn ink; 0 for none. */  noise: number} interface Frame {  /** 1 on ones, 2 on twos. */  ticks: number  look: Look} interface WordPrint {  /** The tick its first frame lands on. */  start: number  /** Its frames; after the last it rests printed. */  frames: Frame[]} /** A horizontal band of the paragraph, % of its height, and its slip, em. */interface Band {  top: number  bottom: number  dx: number} interface Tear extends Band {  tick: number} interface Schedule {  words: WordPrint[]  /** Bands torn sideways while the words arrive. */  tears: Tear[]  /** The tick from which every word rests printed. */  end: number} interface BurstHit {  /** The word's index in print order. */  index: number  look: Look} interface BurstFrame {  ticks: number  words: BurstHit[]  tear: Band | null  /** The band's cyan, magenta and yellow split apart, em; 0 for none. */  split: number} interface Burst {  start: number  /** How long it stays: a flick, a medium burst or a stuck glitch. */  kind: BurstKind  frames: BurstFrame[]} type WordState = 'waiting' | 'printed' | Look interface PageLook {  words: WordState[]  tear: Band | null  split: number} /** Helpers over one seeded stream. */function draws(seed: number) {  const random = rng(seed)  const between = (lo: number, hi: number) => lo + (hi - lo) * random()  return {    random,    between,    int: (lo: number, hi: number) => lo + Math.floor(random() * (hi - lo + 1)),    sign: () => (random() < 0.5 ? -1 : 1),    chance: (p: number) => random() < p,  }} type Draws = ReturnType<typeof draws> /** A seed that is never 0 (0 means "no noise"). */function noiseSeed(seed: number): number {  return (seed % 999_983) + 1} // ---------------------------------------------------------------- shards function polygonArea(points: Point[]): number {  let sum = 0  for (let i = 0; i < points.length; i++) {    const [x0, y0] = points[i] ?? [0, 0]    const [x1, y1] = points[(i + 1) % points.length] ?? [0, 0]    sum += x0 * y1 - x1 * y0  }  return Math.abs(sum) / 2} function centroid(points: Point[]): Point {  let x = 0  let y = 0  for (const [px, py] of points) {    x += px    y += py  }  return [x / points.length, y / points.length]} /** Drops repeated corners where a cut passed through one. */function tidy(points: Point[]): Point[] {  return points.filter((p, i) => {    const q = points[(i + 1) % points.length]    return !q || Math.hypot(p[0] - q[0], p[1] - q[1]) > 1e-6  })} /** Splits a convex polygon along the line through a and b. */function split(polygon: Point[], a: Point, b: Point): [Point[], Point[]] {  const side = (p: Point) =>    (b[0] - a[0]) * (p[1] - a[1]) - (b[1] - a[1]) * (p[0] - a[0])  const left: Point[] = []  const right: Point[] = []  for (let i = 0; i < polygon.length; i++) {    const p = polygon[i]    const q = polygon[(i + 1) % polygon.length]    if (!p || !q) continue    const sp = side(p)    const sq = side(q)    if (sp >= 0) left.push(p)    if (sp <= 0) right.push(p)    if ((sp > 0 && sq < 0) || (sp < 0 && sq > 0)) {      const t = sp / (sp - sq)      const cut: Point = [p[0] + (q[0] - p[0]) * t, p[1] + (q[1] - p[1]) * t]      left.push(cut)      right.push(cut)    }  }  return [tidy(left), tidy(right)]} /** A point on the box's edge: side 0 top, 1 right, 2 bottom, 3 left. */function onEdge(edge: number, t: number): Point {  if (edge === 0) return [t * 100, 0]  if (edge === 1) return [100, t * 100]  if (edge === 2) return [t * 100, 100]  return [0, t * 100]} /** * The word broken like glass: 3 to 8 pieces from edge-to-edge cuts, none a sliver, * each pushed out, turned and flat-coloured, about a third streaked. */function shatter(seed: number): Shard[] {  const d = draws(seed)  let pieces: Point[][] = [    [      [0, 0],      [100, 0],      [100, 100],      [0, 100],    ],  ]  const cuts = d.int(2, 3)  for (let k = 0; k < 8 && (k < cuts || pieces.length < 3); k++) {    // a cut runs between two different edges, mostly across the word's width    const from = d.int(0, 3)    const to = (from + d.int(1, 3)) % 4    const a = onEdge(from, d.between(0.1, 0.9))    const b = onEdge(to, d.between(0.1, 0.9))    const next: Point[][] = []    for (const piece of pieces) {      const [left, right] = split(piece, a, b)      const whole = left.length >= 3 && right.length >= 3      const thin = !whole || polygonArea(left) < 900 || polygonArea(right) < 900      if (thin || next.length + 2 > 8) next.push(piece)      else next.push(left, right)    }    pieces = next  }  // still too few: cut the biggest piece through its own centre  for (let k = 0; k < 4 && pieces.length < 3; k++) {    const biggest = pieces.reduce((best, piece) =>      polygonArea(piece) > polygonArea(best) ? piece : best    )    const [mx, my] = centroid(biggest)    const angle = d.between(0.35, 1.2) * d.sign()    const halves = split(      biggest,      [mx - Math.cos(angle) * 10, my - Math.sin(angle) * 10],      [mx + Math.cos(angle) * 10, my + Math.sin(angle) * 10]    )    if (halves[0].length < 3 || halves[1].length < 3) continue    pieces = [...pieces.filter((piece) => piece !== biggest), ...halves]  }  return pieces.map((points) => {    const [cx, cy] = centroid(points)    const ox = (cx - 50) / 50    const oy = (cy - 50) / 50    const pushX = ox * d.between(0.08, 0.3)    const pushY = oy * d.between(0.05, 0.2)    return {      points,      rim: points.map(([x, y]): Point => [        cx + (x - cx) * 1.16,        cy + (y - cy) * 1.16,      ]),      cx,      cy,      dx: pushX,      dy: pushY,      turn: d.sign() * d.between(2, 13),      color: d.int(0, FLAT.length - 1),      streak: d.chance(0.35) ? (Math.atan2(pushY, pushX) * 180) / Math.PI : -1,    }  })} // ---------------------------------------------------------------- plates and copies /** How a word comes through: broken into shards, or as flat copies. */type Arrival = 'shards' | 'copies' /** * Cyan, magenta and yellow `reach` em from register, a third of a turn apart and * mostly sideways; the angle comes from `seed`, so a word's plates close along it. */function platesAround(seed: number, reach: number): Plates {  const angle = rng(seed)() * Math.PI * 2  const at = (k: number): Point => {    const t = angle + (k * Math.PI * 2) / 3    const x = Math.cos(t)    const y = Math.sin(t) * 0.55    const length = Math.hypot(x, y)    return [(x / length) * reach, (y / length) * reach]  }  return { c: at(0), m: at(1), y: at(2) }} function copiesOf(d: Draws, count: number): Copy[] {  return Array.from({ length: count }, () => ({    dx: d.sign() * d.between(0.1, 0.35),    dy: (d.random() - 0.5) * 0.24,    color: d.int(0, FLAT.length - 1),  }))} // ---------------------------------------------------------------- the comb /** A plate colour a strip of the comb can print in. */type Tint = 'c' | 'm' interface Strip {  /** Its top and bottom, em down from the top of the word's box. */  top: number  bottom: number  /** The slip it takes, an index into its comb's `slips`; -1 stays in place. */  slip: number  /** A plate colour it prints in instead of the frame's own inks, or null. */  tint: Tint | null} /** * The interlace tear: the word's inks cut into thin strips, every other one slipped * and a few tinted. It only moves ink, so the lines exist only inside the glyphs. */interface Comb {  /** The sideways slips its strips take, em. */  slips: number[]  /** Top to bottom, edge to edge. */  strips: Strip[]} /** Where a comb starts and stops, em down the word's box: a little past the glyphs. */const COMB_TOP = -0.15 const COMB_BOTTOM = 1.35 /** The lowercase body, em down the word's box, for a typical sans. */const COMB_BODY: [number, number] = [0.42, 0.95] /** Whether a strip lies across the lowercase body, where every letter has ink. */function inBody(strip: Strip): boolean {  const middle = (strip.top + strip.bottom) / 2  return middle > COMB_BODY[0] && middle < COMB_BODY[1]} /** * Strips 0.06 to 0.1 em tall, every other one slipped 0.03 to 0.15 em either way, * and one to three slipped strips across the body tinted cyan or magenta. */function combOf(seed: number): Comb {  const d = draws(seed)  const slips = Array.from({ length: 3 }, () => d.sign() * d.between(0.03, 0.15))  const strips: Strip[] = []  for (let top = COMB_TOP; top < COMB_BOTTOM; ) {    const bottom = top + d.between(0.06, 0.1)    const slipped = strips.length % 2 === 1    strips.push({      top,      bottom,      slip: slipped ? d.int(0, slips.length - 1) : -1,      tint: null,    })    top = bottom  }  const tintable = strips.filter((strip) => strip.slip >= 0 && inBody(strip))  for (let k = d.int(1, 3); k > 0 && tintable.length > 0; k--) {    const [strip] = tintable.splice(d.int(0, tintable.length - 1), 1)    if (strip) strip.tint = d.chance(0.5) ? 'c' : 'm'  }  return { slips, strips }} /** * One glitch frame of an arriving word, no key yet: shards (sometimes with a copy * behind), or one or two copies with plates 0.15 to 0.4 em out, combed. */function materialise(seed: number, kind: Arrival): Look {  const d = draws(mixSeed(seed, 3))  if (kind === 'shards') {    return {      key: false,      plates: null,      shards: shatter(mixSeed(seed, 4)),      copies: d.chance(0.5) ? copiesOf(d, 1) : [],      comb: null,      noise: noiseSeed(seed),    }  }  return {    key: false,    plates: platesAround(mixSeed(seed, 5), d.between(0.15, 0.4)),    shards: null,    copies: copiesOf(d, d.int(1, 2)),    comb: combOf(mixSeed(seed, 6)),    noise: noiseSeed(seed),  }} /** * A word's arrival: 1 or 2 glitch frames on ones, then its plates closing onto the * key over 3 or 4 holds on twos, from 0.12 to 0.22 em out. */function wordFrames(seed: number): Frame[] {  const d = draws(seed)  const first: Arrival = d.chance(0.6) ? 'shards' : 'copies'  const other: Arrival = first === 'shards' ? 'copies' : 'shards'  const kinds: Arrival[] = d.chance(0.45) ? [first, other] : [first]  const frames: Frame[] = kinds.map((kind, k) => ({    ticks: 1,    look: materialise(mixSeed(seed, k + 1), kind),  }))  const reach = d.between(0.12, 0.22)  const shares = d.chance(0.5) ? [1, 0.55, 0.25, 0.08] : [1, 0.42, 0.14]  const lines = mixSeed(seed, 9)  for (const share of shares) {    frames.push({      ticks: 2,      look: {        key: true,        plates: platesAround(lines, reach * share),        shards: null,        copies: [],        comb: null,        noise: 0,      },    })  }  return frames} // ---------------------------------------------------------------- the print /** Extra ticks after a word, for its punctuation. */function pauseAfter(word: string): number {  // an ellipsis holds its breath: about 0.9 s to the next word  if (/(\.\.\.|\u2026)["')\]]?$/.test(word)) return 19  if (/[.!?]["')\]]?$/.test(word)) return 10  if (/[,;:]$/.test(word)) return 5  return 0} /** Ticks from one word to the next: 2, 3 or 4. */function wordGap(roll: number): number {  if (roll < 0.35) return 2  return roll < 0.75 ? 3 : 4} /** * The whole arrival: words 2 to 4 ticks apart, rarely two at once, pausing at * punctuation, while a band of the paragraph tears sideways two to four times. */function printSchedule(  words: string[],  seed: number,  startTick = 0): Schedule {  const d = draws(mixSeed(seed, 1))  let tick = startTick  let paired = false  const prints = words.map((word, i) => {    const frames = wordFrames(mixSeed(seed, i + 2))    const start = tick    const pause = pauseAfter(word)    const pair = pause === 0 && !paired && d.chance(0.08)    paired = pair    if (!pair) tick += wordGap(d.random()) + pause    return { start, frames }  })  const end = prints.reduce(    (latest, word) =>      Math.max(        latest,        word.start + word.frames.reduce((sum, frame) => sum + frame.ticks, 0)      ),    startTick  )   const tears: Tear[] = []  const attempts = d.int(2, 4)  for (let k = 0; k < attempts; k++) {    const at = d.int(startTick + 4, Math.max(startTick + 4, end - 4))    if (tears.some((tear) => Math.abs(tear.tick - at) < 3)) continue    const top = d.between(0, 78)    const bottom = Math.min(100, top + d.between(14, 34))    const dx = d.sign() * d.between(0.2, 0.8)    tears.push({ tick: at, top, bottom, dx })    if (d.chance(0.35)) {      tears.push({        tick: at + 1,        top,        bottom,        dx: -Math.sign(dx) * d.between(0.2, 0.8),      })    }  }  tears.sort((a, b) => a.tick - b.tick)  return { words: prints, tears, end }} // ---------------------------------------------------------------- after it settles /** Ticks from the print settling to the first idle burst: 0.6 s. */const FIRST_BURST = Math.round(600 / FRAME_MS) /** Ticks of calm between bursts after that: 1.0 to 2.5 s. */const BURST_GAP: [number, number] = [  Math.round(1000 / FRAME_MS),  Math.round(2500 / FRAME_MS),] /** How long a burst stays. */type BurstKind = 'flick' | 'medium' | 'stuck' /** Each kind's length, ticks; a stuck one lasts 0.35 to 0.6 s. */const BURST_TICKS: Record<BurstKind, [number, number]> = {  flick: [1, 3],  medium: [4, 6],  stuck: [8, 14],} /** Most bursts flick, some run longer, about one in four sticks. */function burstKind(roll: number): BurstKind {  if (roll < 0.25) return 'stuck'  return roll < 0.55 ? 'medium' : 'flick'} /** Ticks each picture of a burst holds: 1 to 3 at random so it stutters; on twos when stuck. */function burstHolds(d: Draws, kind: BurstKind): number[] {  const [lo, hi] = BURST_TICKS[kind]  const holds: number[] = []  for (let left = d.int(lo, hi); left > 0; ) {    const hold = Math.min(left, kind === 'stuck' ? 2 : d.int(1, 3))    holds.push(hold)    left -= hold  }  return holds} /** One picture of a burst on one or two words; the last one settles. */function burstLook(seed: number, frame: number, last: boolean): Look {  if (last) {    return {      key: true,      plates: platesAround(seed, 0.05),      shards: null,      copies: [],      comb: null,      noise: 0,    }  }  const d = draws(mixSeed(seed, frame + 11))  const roll = d.random()  if (roll < 0.4) return materialise(mixSeed(seed, frame + 21), 'shards')  if (roll < 0.7) return materialise(mixSeed(seed, frame + 21), 'copies')  return {    key: true,    plates: platesAround(mixSeed(seed, frame + 31), d.between(0.15, 0.3)),    shards: null,    copies: d.chance(0.5) ? copiesOf(d, 1) : [],    comb: combOf(mixSeed(seed, frame + 51)),    noise: noiseSeed(mixSeed(seed, frame + 41)),  }} const clamp = (value: number, lo: number, hi: number) =>  Math.min(hi, Math.max(lo, value)) /** A stuck glitch on its next two: the same picture, moved a hair. */function nudge(look: Look, seed: number): Look {  const d = draws(seed)  const by = () => d.between(0.88, 1.12)  const move = ([x, y]: Point): Point => [x * by(), y * by()]  const plates = look.plates  return {    ...look,    plates: plates ? { c: move(plates.c), m: move(plates.m), y: move(plates.y) } : null,    shards:      look.shards?.map((shard) => ({        ...shard,        dx: shard.dx * by(),        dy: shard.dy * by(),        turn: clamp(shard.turn * by(), -13, 13),      })) ?? null,    copies: look.copies.map((copy) => ({      ...copy,      dx: copy.dx * by(),      dy: copy.dy * by(),    })),    comb: look.comb      ? {          ...look.comb,          slips: look.comb.slips.map(            (slip) => Math.sign(slip) * clamp(Math.abs(slip) * by(), 0.03, 0.15)          ),        }      : null,  }} /** * One burst from `start`: one word or two neighbours glitch, or a band tears, * alternating with its plates split. A stuck one holds, nudged on twos, then snaps back. */function burstFrom(  seed: number,  kind: BurstKind,  wordCount: number,  start: number,  /** A word it must hit, with the one after it; null to choose. */  focus: number | null = null): Burst {  const d = draws(seed)  const holds = burstHolds(d, kind)  const band = focus === null && d.chance(0.35)  const top = d.between(0, 72)  const bottom = Math.min(100, top + d.between(18, 40))  const first = focus ?? d.int(0, Math.max(0, wordCount - 1))  const pair = (focus !== null || d.chance(0.4)) && first + 1 < wordCount  const hits = pair ? [first, first + 1] : [first]  const stuck = kind === 'stuck'  const slip = d.sign() * d.between(0.25, 0.7)  const held = d.chance(0.5) ? d.between(0.15, 0.35) : 0  const frames = holds.map((ticks, f): BurstFrame => {    if (band && stuck) {      return {        ticks,        words: [],        tear: { top, bottom, dx: slip * d.between(0.9, 1.1) },        split: held ? held * d.between(0.9, 1.1) : 0,      }    }    if (band) {      return {        ticks,        words: [],        tear: { top, bottom, dx: (f % 2 ? -1 : 1) * d.between(0.2, 0.8) },        split: f % 2 ? d.between(0.15, 0.35) : 0,      }    }    const settle = kind === 'medium' && holds.length > 1 && f === holds.length - 1    return {      ticks,      words: hits.map((index) => {        const look = burstLook(mixSeed(seed, index), stuck ? 0 : f, settle)        return {          index,          look: stuck && f > 0 ? nudge(look, mixSeed(seed, index * 97 + f)) : look,        }      }),      tear: null,      split: 0,    }  })  return { start, kind, frames }} /** * Idle burst `k`, starting after `previous` ended: 0.6 s after the print for the * first, then 1.0 to 2.5 s apart, never on a steady beat. Same seed, same burst. */function burstAt(  seed: number,  k: number,  wordCount: number,  previous: number): Burst {  const d = draws(mixSeed(seed, 77 + k))  const gap = k === 0 ? FIRST_BURST : d.int(...BURST_GAP)  return burstFrom(    mixSeed(seed, 1000 + k),    burstKind(d.random()),    wordCount,    previous + gap  )} /** The tick a burst ends on. */function burstEnd(burst: Burst): number {  return burst.start + burst.frames.reduce((sum, frame) => sum + frame.ticks, 0)} /** A word's state at `tick` along its own print. */function stateOf(print: WordPrint, tick: number): WordState {  let age = tick - print.start  if (age < 0) return 'waiting'  for (const frame of print.frames) {    if (age < frame.ticks) return frame.look    age -= frame.ticks  }  return 'printed'} /** Everything on the page at `tick`: each word's state, any torn band and any split. */function lookAt(  schedule: Schedule,  bursts: Burst[],  tick: number): PageLook {  const words: WordState[] = schedule.words.map((word) => stateOf(word, tick))  const torn = schedule.tears.find((tear) => tear.tick === tick)  let tear: Band | null = torn    ? { top: torn.top, bottom: torn.bottom, dx: torn.dx }    : null  let splitBy = 0  for (const burst of bursts) {    let age = tick - burst.start    if (age < 0) continue    for (const frame of burst.frames) {      if (age < frame.ticks) {        for (const hit of frame.words) {          if (words[hit.index] === 'printed') words[hit.index] = hit.look        }        if (frame.tear) tear = frame.tear        splitBy = frame.split        break      }      age -= frame.ticks    }  }  return { words, tear, split: splitBy }} // ---------------------------------------------------------------- the timeline // Idle bursts per print, planned once and shared: each depends only on its seed,// index, word count and the previous end, so a list grows on demand.const timelines = new Map<string, Burst[]>() function burstList(  seed: number,  wordCount: number,  end: number,  tick: number): Burst[] {  const key = `${seed}|${wordCount}|${end}`  let list = timelines.get(key)  if (!list) {    if (timelines.size > 64) timelines.clear()    list = []    timelines.set(key, list)  }  for (let last = list.at(-1); !last || last.start <= tick; last = list.at(-1)) {    list.push(burstAt(seed, list.length, wordCount, last ? burstEnd(last) : end))  }  return list} /** How many bursts of a list have started by `tick`. */function startedBy(list: Burst[], tick: number): number {  let lo = 0  let hi = list.length  while (lo < hi) {    const mid = (lo + hi) >> 1    if ((list[mid]?.start ?? Number.POSITIVE_INFINITY) <= tick) lo = mid + 1    else hi = mid  }  return lo} /** The last of `bursts` (in start order) started by `tick`: the one on the press, if any. */function burstIn(bursts: Burst[], tick: number): Burst | null {  return bursts[startedBy(bursts, tick) - 1] ?? null} /** The last idle burst started by `tick`: the one on the press, if any. */function burstOn(  seed: number,  wordCount: number,  end: number,  tick: number): Burst | null {  return burstIn(burstList(seed, wordCount, end, tick), tick)} // ---------------------------------------------------------------- the text /** A printed word and the spacing after it. */interface Token {  key: string  text: string  /** Its place in the print order. */  index: number  /** Whitespace that follows it, if any. */  space: string} /** Text split into words with their spacing, numbered in print order. */function tokenize(text: string): Token[] {  const tokens: Token[] = []  for (const match of text.matchAll(/(\S+)(\s*)/g)) {    tokens.push({      key: `${tokens.length}:${match[1] ?? ''}`,      text: match[1] ?? '',      index: tokens.length,      space: match[2] ?? '',    })  }  return tokens} /** Amazing Fantasy #15's last caption (1962); its dash is an ellipsis the press holds on. */const CAPTION =  'And a lean, silent figure slowly fades into the gathering darkness, aware at last that in this world, with great power there must also come... great responsibility!' const PLATES = ['c', 'm', 'y'] as const // A shard's box is 15% wider and 30% taller each side than the word's, so pushed// pieces keep their polygon; points come in % of the word and go out in % of the shard.const PAD_X = 15 const PAD_Y = 30 function toShardBox([x, y]: [number, number]): string {  return `${((x + PAD_X) / (100 + 2 * PAD_X)) * 100}% ${((y + PAD_Y) / (100 + 2 * PAD_Y)) * 100}%`} function polygon(points: [number, number][]): string {  return `polygon(${points.map(toShardBox).join(', ')})`} interface Bit {  key: string  kind: 'dot' | 'speck' | 'ink'  left: string  top: string  width: string  height: string  color: string} const em = (value: number) => `${value.toFixed(3)}em` /** * Inks painted inline, read from .vt-word's --vt-paint-* (verse-text.css), so they * match the stylesheet's to the bit even when a build rewrites its colours. */const INK = {  violet: 'var(--vt-paint-violet)',  magenta: 'var(--vt-paint-magenta)',  green: 'var(--vt-paint-green)',  gold: 'var(--vt-paint-gold)',  key: 'var(--vt-paint-key)',  dot: 'var(--vt-paint-dot)',} as const const flatInk = (index: number) => INK[FLAT[index] ?? 'violet'] /** * Debris round a glitching word: red halftone dots and gold specks, plus on a * combed frame a sliver or two of torn ink carried off along a slipped strip. */function debris(seed: number, comb: Comb | null, ink: string): Bit[] {  const random = rng(seed)  const between = (lo: number, hi: number) => lo + (hi - lo) * random()  const bits: Bit[] = []  // red dots on a halftone grid, about a third missing  const cx = between(-10, 110)  const cy = between(-70, 170)  const pitch = 0.12  for (let row = -2; row <= 2; row++) {    for (let column = -3; column <= 3; column++) {      if (random() < 0.42 || Math.hypot(column, row * 1.4) > 3.2) continue      const ox = (column + (row % 2 ? 0.5 : 0)) * pitch      const oy = row * pitch * 0.866      const size = em(0.075 + random() * 0.03)      bits.push({        key: `d${row}:${column}`,        kind: 'dot',        left: `calc(${cx}% + ${ox}em)`,        top: `calc(${cy}% + ${oy}em)`,        width: size,        height: size,        color: INK.dot,      })    }  }  for (let k = 0, n = 3 + Math.floor(random() * 4); k < n; k++) {    const size = em(0.04 + random() * 0.04)    bits.push({      key: `s${k}`,      kind: 'speck',      left: `${between(-25, 125)}%`,      top: `${between(-80, 180)}%`,      width: size,      height: size,      color: INK.gold,    })  }  if (!comb) return bits  const torn = comb.strips.filter(    (strip) => strip.slip >= 0 && strip.tint === null && inBody(strip)  )  for (let k = 0, n = 1 + Math.floor(random() * 2); k < n; k++) {    const [strip] = torn.splice(Math.floor(random() * torn.length), 1)    if (!strip) break    const slip = comb.slips[strip.slip] ?? 0    const width = between(0.1, 0.3)    const away = between(0.04, 0.22)    bits.push({      key: `t${k}`,      kind: 'ink',      left:        slip > 0 ? `calc(100% + ${em(slip + away)})` : em(slip - away - width),      top: em(strip.top),      width: em(width),      height: em(strip.bottom - strip.top),      color: ink,    })  }  return bits} /** How far a comb layer reaches above and below the word, em (1 em each side); matches .vt-comb. */const COMB_REACH_Y = 0.75 interface CombLayer {  key: string  /** Its slip, em. */  slip: number  tint: Tint | null  /** Its strips, as a mask over the layer. */  mask: string} /** * A comb's strips as one layer per slip and tint; the unslipped layer also draws * everything beyond the comb, so nothing thrown past it is lost. */function combLayers(comb: Comb): CombLayer[] {  const at = (y: number) => em(y + COMB_REACH_Y)  const groups = new Map<string, { slip: number; tint: Tint | null }>([    ['-1:', { slip: -1, tint: null }],  ])  for (const strip of comb.strips) {    groups.set(`${strip.slip}:${strip.tint ?? ''}`, {      slip: strip.slip,      tint: strip.tint,    })  }  return [...groups].map(([key, group]) => {    const home = group.slip < 0 && group.tint === null    const paint = (on: boolean) => (on ? '#000' : 'transparent')    const stops = [`${paint(home)} 0 ${at(COMB_TOP)}`]    for (const strip of comb.strips) {      const member = strip.slip === group.slip && strip.tint === group.tint      stops.push(`${paint(member)} ${at(strip.top)} ${at(strip.bottom)}`)    }    stops.push(      `${paint(home)} ${at(comb.strips.at(-1)?.bottom ?? COMB_BOTTOM)} 100%`    )    return {      key,      slip: comb.slips[group.slip] ?? 0,      tint: group.tint,      mask: `linear-gradient(to bottom, ${stops.join(', ')})`,    }  })} /** A frame's inks: the key (on a combed frame), the flat copies and the plates. */function Inks({ look, text, keyed }: { look: Look; text: string; keyed: boolean }) {  const plates = look.plates  return (    <>      {keyed ? <span className="vt-key-ink">{text}</span> : null}      {look.copies.map((copy) => (        <span          key={`${copy.dx}:${copy.dy}`}          className="vt-copy"          style={{            color: flatInk(copy.color),            transform: `translate(${copy.dx}em, ${copy.dy}em)`,          }}        >          {text}        </span>      ))}      {plates        ? PLATES.map((plate) => (            <span              key={plate}              className="vt-plate"              data-plate={plate}              style={{                transform: `translate(${plates[plate][0]}em, ${plates[plate][1]}em)`,              }}            >              {text}            </span>          ))        : null}    </>  )} /** The colour of torn ink: the key, or the frame's first copy. */function inkOf(look: Look): string {  const copy = look.copies[0]  if (look.key || !copy) return INK.key  return flatInk(copy.color)} function ShardPiece({ text, shard }: { text: string; shard: Shard }) {  const move = `translate(${shard.dx}em, ${shard.dy}em) rotate(${shard.turn}deg)`  const origin = toShardBox([shard.cx, shard.cy])  return (    <>      <span        className="vt-rim"        style={{          clipPath: polygon(shard.rim),          transform: move,          transformOrigin: origin,        }}      />      <span        className="vt-shard"        data-color={FLAT[shard.color]}        data-ink={FLAT_LIGHT[shard.color] ? 'dark' : 'light'}        data-streak={shard.streak >= 0}        style={          {            clipPath: polygon(shard.points),            transform: move,            transformOrigin: origin,            // a custom property, so not in React's style type            '--streak': `${shard.streak + 90}deg`,          } as CSSProperties        }      >        <span className="vt-shard-text">{text}</span>      </span>    </>  )} /** One word as the press has it: waiting, glitching or printed. */function PressWord({  text,  state,}: {  text: string  state: WordState | undefined}) {  if (state === undefined || state === 'printed') {    return <span className="vt-word">{text}</span>  }  if (state === 'waiting') {    return (      <span className="vt-word" data-state="waiting">        {text}      </span>    )  }  const look = state  const comb = look.comb  return (    // a combed frame draws its key inside the comb, so the word's own text hides    <span className="vt-word" data-key={look.key && comb === null}>      {text}      <span className="vt-glitch" aria-hidden="true">        {comb          ? combLayers(comb).map((layer) => (              <span                key={layer.key}                className="vt-comb"                style={{                  maskImage: layer.mask,                  transform: layer.slip                    ? `translateX(${em(layer.slip)})`                    : undefined,                }}              >                <span className="vt-comb-body">                  {layer.tint ? (                    <span className="vt-comb-ink" data-tint={layer.tint}>                      {text}                    </span>                  ) : (                    <Inks look={look} text={text} keyed={look.key} />                  )}                </span>              </span>            ))          : <Inks look={look} text={text} keyed={false} />}        {look.shards ? (          <>            <span className="vt-gap" />            {look.shards.map((shard) => (              <ShardPiece                key={`${shard.cx}:${shard.cy}`}                text={text}                shard={shard}              />            ))}          </>        ) : null}        {look.noise          ? debris(look.noise, comb, inkOf(look)).map((bit) => (              <span                key={bit.key}                className="vt-bit"                data-kind={bit.kind}                style={{                  left: bit.left,                  top: bit.top,                  width: bit.width,                  height: bit.height,                  backgroundColor: bit.color,                }}              />            ))          : null}      </span>    </span>  )} /** The words with their spacing, each in its press state. */function Words({  tokens,  states,}: {  tokens: Token[]  states: WordState[] | null}) {  return tokens.map((token) => (    <Fragment key={token.key}>      <PressWord text={token.text} state={states?.[token.index]} />      {token.space}    </Fragment>  ))} const prose = (className?: string) =>  className ? `vt-prose ${className}` : 'vt-prose' function bandClip(band: Band): string {  return `inset(${band.top}% -12% ${100 - band.bottom}% -12%)`} function bandHole(band: Band): string {  return `linear-gradient(to bottom, black 0 ${band.top}%, transparent ${band.top}% ${band.bottom}%, black ${band.bottom}% 100%)`} /** * The paragraph at one tick. A torn band is cut out and drawn again thrown * sideways; a split band is drawn in cyan, magenta and yellow, pulled apart. */function PressSheet({  tokens,  page,  className,}: {  tokens: Token[]  /** Null when every word rests printed. */  page: PageLook | null  className?: string | undefined}) {  const states = page?.words ?? null  const tear = page?.tear ?? null  const splitBy = page?.split ?? 0  const hole = tear    ? { maskImage: bandHole(tear), WebkitMaskImage: bandHole(tear) }    : undefined  const plates =    tear && splitBy > 0      ? platesAround(mixSeed(Math.round(tear.top * 1000), 3), splitBy)      : null  return (    <div className="vt-sheet">      <p className={prose(className)} style={hole}>        <Words tokens={tokens} states={states} />      </p>      {tear && !plates ? (        <p          className={prose(className)}          data-copy="key"          aria-hidden="true"          style={{            clipPath: bandClip(tear),            transform: `translateX(${tear.dx}em)`,          }}        >          <Words tokens={tokens} states={states} />        </p>      ) : null}      {tear && plates        ? PLATES.map((plate) => (            <p              key={plate}              className={prose(className)}              data-copy="plate"              data-plate={plate}              aria-hidden="true"              style={{                clipPath: bandClip(tear),                transform: `translate(${tear.dx * 0.4 + plates[plate][0]}em, ${plates[plate][1]}em)`,              }}            >              <Words tokens={tokens} states={states} />            </p>          ))        : null}    </div>  )} export interface VerseTextHandle {  /** Prints it again from the top. */  replay(): void} export interface VerseTextProps {  /** The line to print. */  text?: string  /** The same seed always prints and glitches the same way. */  seed?: number  /** Prints the first time it scrolls into view. When off, it starts printed until you call `replay()`. */  autoplay?: boolean  /** Keeps glitching on its own once printed. */  idle?: boolean  /** `2` runs twice as fast, `0.5` at half speed. */  speed?: number  /** `light` for dark ink on light pages, `dark` for light ink on dark ones. */  tone?: 'light' | 'dark'  /** Classes for the root. Set font, size and colour here. */  className?: string  /** Styles for the root, such as its --vt-* inks. */  style?: CSSProperties  /** Draws this exact tick (24 per second) instead of running its own clock; below 0 it waits. */  frame?: number  /** `replay()` prints it again from the top. */  ref?: Ref<VerseTextHandle>} // One plan per text and seed: the press is pure, so a take matches wherever it's drawn.const plans = new Map<string, { tokens: Token[]; schedule: Schedule }>() function planFor(text: string, seed: number) {  const key = `${seed}|${text}`  let plan = plans.get(key)  if (!plan) {    const tokens = tokenize(text)    const words = tokens.map((token) => token.text)    plan = { tokens, schedule: printSchedule(words, mixSeed(seed, 1), 1) }    if (plans.size > 32) plans.clear()    plans.set(key, plan)  }  return plan} /** The burst on the press at `tick`, if any. */function idleBurst(schedule: Schedule, seed: number, tick: number): Burst | null {  return burstOn(mixSeed(seed, 1), schedule.words.length, schedule.end, tick)} /** Whether anything moves at `tick`: the print, or a burst. */function moving(schedule: Schedule, burst: Burst | null, tick: number) {  return tick <= schedule.end || (burst !== null && tick <= burstEnd(burst))} const REDUCED = '(prefers-reduced-motion: reduce)' function subscribeToMotion(onChange: () => void) {  const query = window.matchMedia(REDUCED)  query.addEventListener('change', onChange)  return () => query.removeEventListener('change', onChange)} const readReduced = () => window.matchMedia(REDUCED).matches const readFull = () => false // Math.sin and Math.cos can differ in the last digit between server and browser,// so frames are drawn only once hydrated; the server shows the text waiting.const subscribeToNothing = () => () => undefined const readHydrated = () => true const readNotHydrated = () => false /** At most this many ticks per animation frame: a long stall is skipped, not raced through. */const MOST_PER_FRAME = 4 function VerseTextBody({  text = CAPTION,  seed = 1610,  autoplay = true,  idle = true,  speed = 1,  tone = 'light',  className,  style,  frame,  ref,}: VerseTextProps) {  const reduced = useSyncExternalStore(subscribeToMotion, readReduced, readFull)  const hydrated = useSyncExternalStore(    subscribeToNothing,    readHydrated,    readNotHydrated  )  const { tokens, schedule } = planFor(text, seed)  const [root, setRoot] = useState<HTMLDivElement | null>(null)  const [visible, setVisible] = useState(false)  // null: not printed yet; then the tick it is on  const [tick, setTick] = useState<number | null>(null)  const position = useRef(0)   useImperativeHandle(ref, () => ({    replay() {      position.current = 0      setTick(0)    },  }))   // the first sight starts the print  useEffect(() => {    if (!root) return    const observer = new IntersectionObserver(      (entries) => {        const seen = entries.some((entry) => entry.isIntersecting)        setVisible(seen)        if (seen && autoplay) setTick((current) => current ?? 0)      },      { threshold: 0.3 }    )    observer.observe(root)    return () => observer.disconnect()  }, [root, autoplay])   // the clock runs only while it is on screen with something to show  const controlled = frame !== undefined  const running =    !controlled &&    !reduced &&    visible &&    tick !== null &&    (idle || tick <= schedule.end)  useEffect(() => {    if (!running) return    let last = 0    let carry = 0    let raf = 0    const step = (now: number) => {      if (last > 0) {        carry += ((now - last) * speed) / FRAME_MS        const whole = Math.min(Math.floor(carry), MOST_PER_FRAME)        carry -= Math.floor(carry)        for (let k = 0; k < whole; k++) {          const next = position.current + 1          const before = idle ? idleBurst(schedule, seed, position.current) : null          const after = idle ? idleBurst(schedule, seed, next) : null          position.current = next          // a still page draws nothing new, so it isn't redrawn          if (            moving(schedule, before, next - 1) ||            moving(schedule, after, next)          ) {            setTick(next)          }        }        if (!idle && position.current > schedule.end) return      }      last = now      raf = requestAnimationFrame(step)    }    raf = requestAnimationFrame(step)    return () => cancelAnimationFrame(raf)  }, [running, speed, idle, schedule, seed])   // the tick on screen: null while it waits, unprinted, or once still  const at = controlled    ? hydrated && frame >= 0      ? frame      : null    : reduced      ? null      : tick  let page: PageLook | null = null  if (at !== null) {    const burst = idle ? idleBurst(schedule, seed, at) : null    page = lookAt(schedule, burst ? [burst] : [], at)  }  const waiting = controlled    ? !hydrated || frame < 0    : !reduced && autoplay && tick === null   return (    <div      ref={setRoot}      className={className ? `vt-root ${className}` : 'vt-root'}      style={style}      data-phase={waiting ? 'waiting' : 'live'}      data-tone={tone}    >      <PressSheet tokens={tokens} page={page} />    </div>  )} /** <VerseText /> with its stylesheet, which React 19 hoists into <head> once per page. */export function VerseText(props: VerseTextProps) {  return (    <>      <style href="verse-text" precedence="default">        {CSS}      </style>      <VerseTextBody {...props} />    </>  )} const CSS = `/* * <VerseText />'s layers. Inks: --vt-ink, --vt-key, --vt-violet, --vt-magenta, --vt-green, * --vt-gold, --vt-plate-c/m/y, --vt-dot-red; plus --vt-blend, --vt-leading, --vt-wrap. */ .vt-root {  color: var(--vt-ink, oklch(0.2 0 0));} /* tone="dark": light ink, plates screened; :where keeps it overridable */:where(.vt-root[data-tone='dark']) {  --vt-ink: oklch(0.955 0 0);  --vt-blend: screen;} /* unseen (still read aloud) until it prints; shown after 3 s if scripts never run */@media (scripting: enabled) {  .vt-root[data-phase='waiting'] .vt-sheet {    opacity: 0;    animation: vt-reveal 0s 3s forwards;  }} @keyframes vt-reveal {  to {    opacity: 1;  }} .vt-sheet {  position: relative;} .vt-prose {  margin: 0;  font-weight: 400;  line-height: var(--vt-leading, 1.62);  letter-spacing: -0.006em;  text-wrap: var(--vt-wrap, pretty);} /* a torn or split band, drawn again over the paragraph */.vt-prose[data-copy] {  position: absolute;  inset: 0;  pointer-events: none;  user-select: none;} .vt-prose[data-copy='plate'] {  mix-blend-mode: var(--vt-blend, multiply);} .vt-prose[data-copy='plate'] .vt-glitch {  display: none;} .vt-prose[data-plate='c'] {  color: var(--vt-plate-c, oklch(0.76 0.15 222));} .vt-prose[data-plate='m'] {  color: var(--vt-plate-m, oklch(0.6 0.26 355));} .vt-prose[data-plate='y'] {  color: var(--vt-plate-y, oklch(0.93 0.19 104));} /* ------------------------------------------------------------ a word */ .vt-word {  /* the inks parts.tsx paints inline, resolved with the stylesheet's own colours */  --vt-paint-violet: var(--vt-violet, oklch(0.48 0.29 272));  --vt-paint-magenta: var(--vt-magenta, oklch(0.64 0.3 328));  --vt-paint-green: var(--vt-green, oklch(0.72 0.25 145));  --vt-paint-gold: var(--vt-gold, oklch(0.82 0.17 82));  --vt-paint-key: var(--vt-key, oklch(0.12 0 0));  --vt-paint-dot: var(--vt-dot-red, oklch(0.6 0.25 25));   position: relative;} .vt-word[data-state='waiting'],.vt-word[data-key='false'] {  color: transparent;} .vt-glitch {  position: absolute;  inset: 0;  pointer-events: none;  user-select: none;} /* copies over the word, line box centred on its own so the baselines meet */.vt-copy,.vt-plate,.vt-key-ink,.vt-comb-ink,.vt-shard-text {  position: absolute;  inset: 0;  display: flex;  align-items: center;  white-space: pre;} .vt-copy,.vt-plate {  mix-blend-mode: var(--vt-blend, multiply);} .vt-plate[data-plate='c'] {  color: var(--vt-plate-c, oklch(0.76 0.15 222));} .vt-plate[data-plate='m'] {  color: var(--vt-plate-m, oklch(0.6 0.26 355));} .vt-plate[data-plate='y'] {  color: var(--vt-plate-y, oklch(0.93 0.19 104));} /* the comb: the frame's inks once per slip, each masked to its strips; a layer   reaches 1em past the word and 0.75em above and below (parts.tsx COMB_REACH_Y) */.vt-comb {  position: absolute;  inset: -0.75em -1em;} .vt-comb-body {  position: absolute;  inset: 0.75em 1em;} .vt-key-ink {  color: var(--vt-ink, oklch(0.2 0 0));} .vt-comb-ink {  mix-blend-mode: var(--vt-blend, multiply);} .vt-comb-ink[data-tint='c'] {  color: var(--vt-plate-c, oklch(0.76 0.15 222));} .vt-comb-ink[data-tint='m'] {  color: var(--vt-plate-m, oklch(0.6 0.26 355));} /* the black behind the shards, showing in the gaps as they part */.vt-gap {  position: absolute;  inset: 0;  background-color: var(--vt-key, oklch(0.12 0 0));} /* a shard and its black edge, oversized (parts.tsx PAD_X, PAD_Y) so pushed pieces keep shape */.vt-rim,.vt-shard {  position: absolute;  inset: -30% -15%;} .vt-rim {  background-color: var(--vt-key, oklch(0.12 0 0));} .vt-shard {  background-color: var(--vt-shard);} .vt-shard[data-color='violet'] {  --vt-shard: var(--vt-violet, oklch(0.48 0.29 272));} .vt-shard[data-color='magenta'] {  --vt-shard: var(--vt-magenta, oklch(0.64 0.3 328));} .vt-shard[data-color='green'] {  --vt-shard: var(--vt-green, oklch(0.72 0.25 145));} .vt-shard[data-color='gold'] {  --vt-shard: var(--vt-gold, oklch(0.82 0.17 82));} /* a motion streak inside the shard, a darker tone of its colour */.vt-shard[data-streak='true'] {  background-image: repeating-linear-gradient(    var(--streak),    transparent 0 0.05em,    color-mix(in oklab, var(--vt-shard), black 28%) 0.05em 0.085em  );} /* the word's glyphs inside the shard, where the word stands */.vt-shard-text {  inset: 18.75% 11.538%;} .vt-shard[data-ink='light'] .vt-shard-text {  color: oklch(0.99 0 0);} .vt-shard[data-ink='dark'] .vt-shard-text {  color: var(--vt-key, oklch(0.12 0 0));} /* debris round a glitching word: dots, specks and torn ink */.vt-bit {  position: absolute;} .vt-bit[data-kind='dot'],.vt-bit[data-kind='speck'] {  border-radius: 50%;} @media (prefers-reduced-motion: reduce) {  .vt-root[data-phase='waiting'] .vt-sheet {    opacity: 1;    animation: none;  }}`

notes

  1. 01.The caption is by Stan Lee and Steve Ditko, from Amazing Fantasy #15 (1962).
  2. 02.The glitch follows Spider-Man: Into the Spider-Verse (2018).
  3. 03.A fan study with no link to Marvel or Sony.