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Pixel Build Progress

Pixel workers build a brick wall across a pill-shaped window as progress.

Installation

CLI

npx shadcn@latest add https://hantui-theta.vercel.app/r/pixel-build-progress.json

Manual

  1. Install the dependencies

    npm install clsx tailwind-merge
  2. Add the shared helpers

    Components use cn() from lib/utils.ts and the motion tokens below. See Installation if you have not set them up yet.

    lib/glyph/canvas-loop.ts
    /**
     * The render loop every glyph and dither canvas shares: sizes the canvas to its host at a capped
     * pixel ratio, runs only while the host is on screen, the tab is visible, nothing is paused and
     * the user hasn't asked for reduced motion, and otherwise keeps one up-to-date still frame.
     * Framework-free: start it in an effect and dispose it in the cleanup. Browser only.
     */
    
    export interface CanvasLoopFrame {
      /** Seconds since the previous frame (capped at 0.05), or 0 for a redraw without advancing. */
      dt: number;
      /** Seconds the loop has been running. */
      time: number;
      /** True under reduced motion: draw a calm, finished-looking frame. */
      still: boolean;
      /** Host size in CSS pixels. */
      width: number;
      height: number;
      /** Device pixel ratio of the canvas (capped). */
      dpr: number;
    }
    
    export interface CanvasLoopOptions {
      /** Element observed for size and visibility. */
      host: HTMLElement;
      /** Canvas sized to the host times the pixel ratio. */
      canvas: HTMLCanvasElement;
      /** Advance by `frame.dt` and draw. Called every animation frame while running, and with dt 0 after resizes and redraws. */
      render: (frame: CanvasLoopFrame) => void;
      /** Called after the canvas is resized, before it is redrawn. */
      resize?: (frame: CanvasLoopFrame) => void;
      /** Read before every frame; while it returns true the loop stops and the last frame stays. */
      isPaused?: () => boolean;
      /** Highest device pixel ratio used. @default 2 */
      maxDpr?: number;
      /** Margin around the viewport that still counts as on screen. @default "120px" */
      rootMargin?: string;
    }
    
    export interface CanvasLoop {
      /** Re-checks paused, visibility and reduced motion, and starts or stops the loop. Call it when props change. */
      wake(): void;
      /** Draws one frame without advancing (no-op while the loop is running, since the next frame will). */
      redraw(): void;
      /** Stops the loop and removes every observer and listener. */
      dispose(): void;
    }
    
    export function runCanvasLoop(options: CanvasLoopOptions): CanvasLoop {
      const { host, canvas, rootMargin = "120px" } = options;
      const reducedMotion = window.matchMedia("(prefers-reduced-motion: reduce)");
      let width = 0;
      let height = 0;
      let dpr = 1;
      let raf = 0;
      let last = 0;
      let time = 0;
      let inView = false;
      let disposed = false;
    
      const frame = (dt: number): CanvasLoopFrame => ({ dt, time, still: reducedMotion.matches, width, height, dpr });
      const shouldRun = () => !disposed && inView && !document.hidden && !reducedMotion.matches && !options.isPaused?.();
    
      const tick = (now: number) => {
        raf = 0;
        if (!shouldRun()) return;
        const dt = last ? Math.min(0.05, (now - last) / 1000) : 0;
        last = now;
        time += dt;
        options.render(frame(dt));
        raf = requestAnimationFrame(tick);
      };
    
      const wake = () => {
        if (disposed) return;
        if (shouldRun()) {
          if (!raf) {
            last = 0;
            raf = requestAnimationFrame(tick);
          }
          return;
        }
        if (raf) cancelAnimationFrame(raf);
        raf = 0;
      };
    
      const redraw = () => {
        if (!disposed && !raf && width > 0) options.render(frame(0));
      };
    
      const resize = () => {
        width = Math.max(1, host.clientWidth);
        height = Math.max(1, host.clientHeight);
        dpr = Math.min(window.devicePixelRatio || 1, options.maxDpr ?? 2);
        const w = Math.max(1, Math.round(width * dpr));
        const h = Math.max(1, Math.round(height * dpr));
        if (canvas.width !== w || canvas.height !== h) {
          canvas.width = w;
          canvas.height = h;
        }
        options.resize?.(frame(0));
        // Resizing clears the canvas, so repaint right away even while running.
        options.render(frame(0));
      };
    
      const resizeObserver = new ResizeObserver(resize);
      const intersection = new IntersectionObserver(
        ([entry]) => {
          inView = entry?.isIntersecting ?? true;
          wake();
        },
        { rootMargin },
      );
      const onVisibility = () => wake();
      const onMotionChange = () => {
        wake();
        redraw();
      };
    
      resize();
      resizeObserver.observe(host);
      intersection.observe(host);
      document.addEventListener("visibilitychange", onVisibility);
      reducedMotion.addEventListener("change", onMotionChange);
    
      return {
        wake,
        redraw,
        dispose() {
          disposed = true;
          if (raf) cancelAnimationFrame(raf);
          raf = 0;
          resizeObserver.disconnect();
          intersection.disconnect();
          document.removeEventListener("visibilitychange", onVisibility);
          reducedMotion.removeEventListener("change", onMotionChange);
        },
      };
    }
    lib/pixel-art/sprites.ts
    /**
     * Palette-indexed sprite sheets for canvas pixel art, and a low-res buffer that is drawn at a
     * logical pixel size and blitted at a whole-number scale, so pixels stay square and crisp.
     * Framework-free. The canvas helpers are browser only: call them from effects.
     */
    
    export interface SpriteSheet {
      /** Frame width in logical pixels. */
      w: number;
      /** Frame height in logical pixels. */
      h: number;
      /** One palette index per pixel, row by row. Index 0 is transparent. */
      frames: Uint8Array[];
      /** CSS colors by index. Entry 0 is unused (transparent). */
      palette: readonly string[];
    }
    
    /**
     * Builds a sheet from character maps, the same authoring format as the pixel icons: one string
     * per row, one character per pixel, `.` for transparent. `colors` maps each character to a CSS
     * color, and its key order becomes the palette order (starting at index 1).
     */
    export function spriteSheet(frames: readonly (readonly string[])[], colors: Readonly<Record<string, string>>): SpriteSheet {
      const keys = Object.keys(colors);
      const h = frames[0]?.length ?? 0;
      const w = frames[0]?.[0]?.length ?? 0;
      return {
        w,
        h,
        palette: ["transparent", ...keys.map((key) => colors[key])],
        frames: frames.map((rows) => {
          const data = new Uint8Array(w * h);
          for (let y = 0; y < h; y++) {
            const row = rows[y] ?? "";
            for (let x = 0; x < w; x++) data[y * w + x] = keys.indexOf(row[x] ?? ".") + 1;
          }
          return data;
        }),
      };
    }
    
    export interface DrawSpriteOptions {
      /** Mirror the frame horizontally. */
      flip?: boolean;
      /** Palette to use instead of the sheet's, e.g. a recolored vest. Same indices. */
      palette?: readonly string[];
    }
    
    /**
     * Draws one frame at a whole-pixel position (x and y are rounded, so sprites never land between
     * pixels). Horizontal runs of one color are filled as a single rect.
     */
    export function drawSprite(ctx: CanvasRenderingContext2D, sheet: SpriteSheet, frame: number, x: number, y: number, options: DrawSpriteOptions = {}) {
      const data = sheet.frames[((frame % sheet.frames.length) + sheet.frames.length) % sheet.frames.length];
      if (!data) return;
      const palette = options.palette ?? sheet.palette;
      const { w, h } = sheet;
      const ox = Math.round(x);
      const oy = Math.round(y);
      let fill = "";
      for (let row = 0; row < h; row++) {
        let col = 0;
        while (col < w) {
          const index = data[row * w + (options.flip ? w - 1 - col : col)];
          if (!index) {
            col++;
            continue;
          }
          let run = 1;
          while (col + run < w && data[row * w + (options.flip ? w - 1 - col - run : col + run)] === index) run++;
          const color = palette[index] ?? sheet.palette[index];
          if (color !== fill) {
            fill = color;
            ctx.fillStyle = color;
          }
          ctx.fillRect(ox + col, oy + row, run, 1);
          col += run;
        }
      }
    }
    
    export interface PixelBuffer {
      /** Offscreen canvas at the logical size. Draw sprites here. */
      canvas: HTMLCanvasElement;
      ctx: CanvasRenderingContext2D;
      width: number;
      height: number;
    }
    
    /** An offscreen canvas at a logical pixel size. Returns null when 2D canvas is unavailable. */
    export function createPixelBuffer(width: number, height: number): PixelBuffer | null {
      const canvas = document.createElement("canvas");
      canvas.width = width;
      canvas.height = height;
      const ctx = canvas.getContext("2d");
      if (!ctx) return null;
      ctx.imageSmoothingEnabled = false;
      return { canvas, ctx, width, height };
    }
    
    /** The largest whole-number scale at which a logical size fits the target (at least 1). */
    export function integerScale(logicalWidth: number, logicalHeight: number, targetWidth: number, targetHeight: number, max = Infinity) {
      return Math.max(1, Math.min(max, Math.floor(Math.min(targetWidth / logicalWidth, targetHeight / logicalHeight))));
    }
    
    export interface BlitOptions {
      /** Scale to use instead of the largest that fits. Rounded to a whole number. */
      scale?: number;
      /** Horizontal anchor inside the target, 0 (left) to 1 (right). @default 0.5 */
      alignX?: number;
      /** Vertical anchor inside the target, 0 (top) to 1 (bottom). @default 0.5 */
      alignY?: number;
    }
    
    /**
     * Draws a pixel buffer onto a canvas context at a whole-number scale with smoothing off.
     * `targetWidth` and `targetHeight` are in the context's own pixels (device pixels for a canvas
     * sized by the shared canvas loop). Returns the scale and offset used, for pointer mapping.
     */
    export function blitPixelBuffer(ctx: CanvasRenderingContext2D, buffer: PixelBuffer, targetWidth: number, targetHeight: number, options: BlitOptions = {}) {
      const scale = Math.max(1, Math.round(options.scale ?? integerScale(buffer.width, buffer.height, targetWidth, targetHeight)));
      const width = buffer.width * scale;
      const height = buffer.height * scale;
      const x = Math.round((targetWidth - width) * (options.alignX ?? 0.5));
      const y = Math.round((targetHeight - height) * (options.alignY ?? 0.5));
      ctx.imageSmoothingEnabled = false;
      ctx.drawImage(buffer.canvas, 0, 0, buffer.width, buffer.height, x, y, width, height);
      return { scale, x, y, width, height };
    }
    
    /**
     * Sizes a visible canvas to a logical pixel size and scales it with CSS by a whole number, for
     * scenes that draw straight to the canvas without a separate buffer. Returns the scale.
     */
    export function fitPixelCanvas(canvas: HTMLCanvasElement, logicalWidth: number, logicalHeight: number, scale: number) {
      const whole = Math.max(1, Math.round(scale));
      if (canvas.width !== logicalWidth) canvas.width = logicalWidth;
      if (canvas.height !== logicalHeight) canvas.height = logicalHeight;
      canvas.style.width = `${logicalWidth * whole}px`;
      canvas.style.height = `${logicalHeight * whole}px`;
      canvas.style.imageRendering = "pixelated";
      const ctx = canvas.getContext("2d");
      if (ctx) ctx.imageSmoothingEnabled = false;
      return whole;
    }
  3. Copy the source

    components/ui/pixel-build-progress/pixel-build-progress.tsx
    "use client";
    
    import { useEffect, useRef, useState, type ComponentProps } from "react";
    import { cn } from "@/lib/utils";
    import { runCanvasLoop } from "@/lib/glyph/canvas-loop";
    import { createPixelBuffer, drawSprite, spriteSheet, type SpriteSheet } from "@/lib/pixel-art/sprites";
    
    export interface PixelBuildMessage {
      /** The caption shows while progress is below this value (in the same units as `max`). */
      until: number;
      /** Caption text. */
      text: string;
    }
    
    export interface PixelBuildPalette {
      /** Sky, top to bottom. */
      sky?: [string, string, string];
      /** The two brick tones. */
      brick?: [string, string];
      /** Mortar between bricks. */
      mortar?: string;
      /** Ground strip. */
      ground?: string;
      /** Workers' vests. */
      vest?: string;
      /** Workers' hard hats and the crane. */
      helmet?: string;
    }
    
    export interface PixelBuildProgressProps extends Omit<ComponentProps<"div">, "children"> {
      /** Progress, from 0 to `max`. The wall follows it, adding bricks one at a time. @default 0 */
      value?: number;
      /** Value that counts as complete. @default 100 */
      max?: number;
      /** Play a scripted run of about 30 seconds: build, stall at 99%, finish. Ignores `value`. @default false */
      autoplay?: boolean;
      /** Progress is unknown: workers shuttle bricks back and forth and the wall does not advance. @default false */
      indeterminate?: boolean;
      /** Captions by progress range, in ascending order of `until`. The last one shows from there on. @default installing, almost there, the 99% stall and done */
      messages?: PixelBuildMessage[];
      /** While `value` sits exactly here, the workers sit down and wait. Autoplay stalls at 99 by itself. */
      stallAt?: number;
      /** After finishing, crumble the wall and start the next update. In controlled use the next build starts once `value` drops below `max`. @default false */
      loop?: boolean;
      /** Number of the current update, shown in the first caption from the second update on. @default 1 */
      updateIndex?: number;
      /** How many updates there are in total, for the caption. @default 47 */
      updateTotal?: number;
      /** Size of one scene pixel: 2, 3 or 4 screen pixels. Narrow containers step down by themselves. @default "md" */
      size?: "sm" | "md" | "lg";
      /** Colors to override in the scene. */
      palette?: PixelBuildPalette;
      /** Called once each time progress reaches `max`. */
      onComplete?: () => void;
    }
    
    const W = 240;
    const H = 40;
    const GROUND = 34;
    const BRICK_W = 6;
    const BRICK_H = 3;
    const ROWS = 6;
    const COLS = 34;
    const WALL_X = 6;
    const WALL_TOP = GROUND - ROWS * BRICK_H;
    const TOTAL = COLS * ROWS;
    const PILE_X = 214;
    const SCALE = { sm: 2, md: 3, lg: 4 } as const;
    
    const COLORS = {
      k: "#1d2130",
      s: "#f2c29b",
      h: "#ffc94d",
      v: "#f47b20",
      p: "#33507a",
      b: "#b5533c",
      g: "#8a93a6",
      m: "#f4f4f5",
    } as const;
    
    // Worker frames, 8×10, facing right. One character per pixel.
    const WORKER_FRAMES: string[][] = [
      /* 0 walk a */ ["..hhhh..", ".hhhhhh.", "..ssss..", "..ssks..", ".vvvvv..", ".vvvvvs.", ".vvvvv..", "..pppp..", "..p..p..", ".kk..kk."],
      /* 1 walk b */ ["..hhhh..", ".hhhhhh.", "..ssss..", "..ssks..", ".vvvvv..", "svvvvv..", ".vvvvv..", "..pppp..", "...pp...", "...kk..."],
      /* 2 walk c */ ["..hhhh..", ".hhhhhh.", "..ssss..", "..ssks..", ".vvvvv..", ".vvvvvs.", ".vvvvv..", "..pppp..", ".p....p.", "kk....kk"],
      /* 3 carry a */ ["..hhhh..", ".hhhhhh.", "..ssss..", "..ssks..", ".vvvvvbb", ".vvvvsbb", ".vvvvv..", "..pppp..", "..p..p..", ".kk..kk."],
      /* 4 carry b */ ["..hhhh..", ".hhhhhh.", "..ssss..", "..ssks..", ".vvvvvbb", ".vvvvsbb", ".vvvvv..", "..pppp..", "...pp...", "...kk..."],
      /* 5 hammer up */ ["..hhhh.g", ".hhhhhhg", "..ssss.k", "..ssksk.", ".vvvvs..", ".vvvvv..", ".vvvvv..", "..pppp..", "..p..p..", ".kk..kk."],
      /* 6 hammer down */ ["..hhhh..", ".hhhhhh.", "..ssss..", "..ssks..", ".vvvvskg", ".vvvvv.g", ".vvvvv..", "..pppp..", "..p..p..", ".kk..kk."],
      /* 7 sit */ ["........", "........", "..hhhh..", ".hhhhhh.", "..ssss..", "..ssks..", ".vvvvv..", ".vvvvvs.", ".vvpppp.", ".kkpppkk"],
      /* 8 sit, mug up */ ["........", "........", "..hhhh..", ".hhhhhh.", "..ssss..", "..ssksm.", ".vvvvvs.", ".vvvvv..", ".vvpppp.", ".kkpppkk"],
      /* 9 sit, foot up */ ["........", "........", "..hhhh..", ".hhhhhh.", "..ssss..", "..ssks..", ".vvvvv..", ".vvvvvs.", ".vvppppk", ".kkppp.k"],
      /* 10 asleep */ ["........", "........", "........", "..hhhh..", ".hhhhhh.", "..ssss..", "..skks..", ".vvvvv..", ".vvpppp.", ".kkpppkk"],
      /* 11 cheer */ ["s.hhhh.s", "shhhhhhs", "v.ssss.v", ".vssksv.", ".vvvvv..", "..vvvv..", "..vvvv..", "..pppp..", "..p..p..", ".kk..kk."],
    ];
    
    const CLOUD_FRAMES = [
      ["...wwww.....", ".wwwwwwww...", "wwwwwwwwwww.", ".wwwwwwwwwww", "............"],
      ["..www.......", ".wwwwwww....", "wwwwwwwww...", "............", "............"],
    ];
    
    const DIGITS: Record<string, string[]> = {
      "0": ["111", "101", "101", "101", "111"],
      "1": ["010", "110", "010", "010", "111"],
      "2": ["111", "001", "111", "100", "111"],
      "3": ["111", "001", "111", "001", "111"],
      "4": ["101", "101", "111", "001", "001"],
      "5": ["111", "100", "111", "001", "111"],
      "6": ["111", "100", "111", "101", "111"],
      "7": ["111", "001", "010", "010", "010"],
      "8": ["111", "101", "111", "101", "111"],
      "9": ["111", "101", "111", "001", "111"],
      "%": ["101", "001", "010", "100", "101"],
      ok: ["....1", "...1.", "1.1..", ".1...", "....."],
    };
    
    const DEFAULT_SKY: [string, string, string] = ["#8fd0ff", "#a9dcff", "#c6e9ff"];
    const DEFAULT_BRICK: [string, string] = ["#b5533c", "#9c4530"];
    
    /** A small seeded generator (mulberry32). */
    function seededRandom(seed: number) {
      let a = seed >>> 0;
      return () => {
        a = (a + 0x6d2b79f5) >>> 0;
        let t = a;
        t = Math.imul(t ^ (t >>> 15), t | 1);
        t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
        return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
      };
    }
    
    /** Where the scripted run wants progress to be, t seconds in. */
    function scripted(t: number) {
      if (t < 8) return (t / 8) * 40;
      if (t < 18) return 40 + ((t - 8) / 10) * 58;
      if (t < 19) return 98 + (t - 18);
      if (t < 25) return 99;
      return 100;
    }
    
    function captionFor(percent: number, messages: PixelBuildMessage[] | undefined, cycle: number, total: number) {
      const list = messages ?? [
        { until: 40, text: cycle > 1 ? `Installing update ${cycle} of ${total}` : "Installing update…" },
        { until: 99, text: "Almost there…" },
        { until: 100, text: "99%. Any minute now." },
        { until: Infinity, text: "Done!" },
      ];
      return (list.find((message) => percent < message.until) ?? list[list.length - 1])?.text ?? "";
    }
    
    export function PixelBuildProgress({
      value = 0,
      max = 100,
      autoplay = false,
      indeterminate = false,
      messages,
      stallAt,
      loop = false,
      updateIndex = 1,
      updateTotal = 47,
      size = "md",
      palette,
      onComplete,
      className,
      ...props
    }: PixelBuildProgressProps) {
      const hostRef = useRef<HTMLDivElement>(null);
      const canvasRef = useRef<HTMLCanvasElement>(null);
      /** Whole percent on screen. It changes at most a hundred times per build, never per frame. */
      const [percent, setPercent] = useState(() => (autoplay ? 0 : Math.round((Math.min(Math.max(value, 0), max) / max) * 100)));
      /** Updates finished since mount, added to `updateIndex`. */
      const [loops, setLoops] = useState(0);
      const cycle = updateIndex + loops;
      const caption = indeterminate ? "Working…" : captionFor((percent / 100) * max, messages, cycle, updateTotal);
    
      const latest = useRef({ value, max, autoplay, indeterminate, stallAt, loop, onComplete });
      useEffect(() => {
        latest.current = { value, max, autoplay, indeterminate, stallAt, loop, onComplete };
      });
      const redraw = useRef<() => void>(() => {});
      useEffect(() => {
        redraw.current();
      }, [value, max, indeterminate, autoplay]);
    
      const sky = palette?.sky ?? DEFAULT_SKY;
      const brick = palette?.brick ?? DEFAULT_BRICK;
      const mortar = palette?.mortar ?? "#e2d3bd";
      const ground = palette?.ground ?? "#c79a5b";
      const vest = palette?.vest ?? COLORS.v;
      const helmet = palette?.helmet ?? COLORS.h;
      const sceneKey = [...sky, ...brick, mortar, ground, vest, helmet].join("|");
    
      useEffect(() => {
        const host = hostRef.current;
        const canvas = canvasRef.current;
        const ctx = canvas?.getContext("2d");
        const buffer = createPixelBuffer(W, H);
        if (!host || !canvas || !ctx || !buffer) return;
        const b = buffer.ctx;
        const colors = sceneKey.split("|");
        const [sky0, sky1, sky2, brick0, brick1, mortarColor, groundColor, vestColor, helmetColor] = colors;
        const workers: SpriteSheet = spriteSheet(WORKER_FRAMES, { ...COLORS, v: vestColor, h: helmetColor });
        const clouds = spriteSheet(CLOUD_FRAMES, { w: "#ffffff" });
        const random = seededRandom(230);
        const reduced = window.matchMedia("(prefers-reduced-motion: reduce)");
    
        // Scene state. Everything here lives outside React.
        let scale = SCALE[size];
        let view = W;
        let compact = false;
        let shown = latest.current.autoplay ? 0 : (Math.min(Math.max(latest.current.value, 0), latest.current.max) / latest.current.max) * 100;
        let clock = 0;
        let time = 0;
        let doneFor = -1;
        let crumbling = -1;
        let waitingForReset = false;
        let wasStalled = false;
        let jumpUntil = 0;
        let lastPercent = -1;
        /** Seconds the carriers have spent walking. They only walk while there is work. */
        let walk = 0;
        // Fallen bricks: position, velocity, time until each pops, bounces left.
        const fx = new Float32Array(TOTAL);
        const fy = new Float32Array(TOTAL);
        const fvx = new Float32Array(TOTAL);
        const fvy = new Float32Array(TOTAL);
        const fpop = new Float32Array(TOTAL);
        const fstate = new Uint8Array(TOTAL);
        const dust: { x: number; y: number; age: number }[] = [];
    
        const brickCell = (index: number) => {
          const col = Math.floor(index / ROWS);
          const row = index % ROWS;
          // Running bond: every other course is shifted half a brick.
          return { x: WALL_X + col * BRICK_W + (row % 2 ? BRICK_W / 2 : 0), y: GROUND - (row + 1) * BRICK_H, tone: (col * 7 + row * 3) % 5 < 2 ? 1 : 0 };
        };
    
        function text(glyphs: string[], x: number, y: number, color: string) {
          b.fillStyle = color;
          let cursor = x;
          for (const glyph of glyphs) {
            const rows = DIGITS[glyph];
            if (!rows) continue;
            for (let r = 0; r < rows.length; r++) for (let c = 0; c < rows[r].length; c++) if (rows[r][c] === "1") b.fillRect(cursor + c, y + r, 1, 1);
            cursor += rows[0].length + 1;
          }
        }
    
        function startCrumble() {
          crumbling = 0;
          dust.length = 0;
          for (let i = 0; i < TOTAL; i++) {
            const cell = brickCell(i);
            fx[i] = cell.x;
            fy[i] = cell.y;
            fvx[i] = (random() - 0.5) * 60;
            fvy[i] = -20 - random() * 45;
            fpop[i] = random() * 1.9;
            fstate[i] = 0;
          }
        }
    
        function advance(dt: number) {
          const now = latest.current;
          time += dt;
          const target = now.autoplay ? scripted(clock) : (Math.min(Math.max(now.value, 0), now.max) / now.max) * 100;
          const stalled = !now.indeterminate && (now.autoplay ? clock >= 19 && clock < 25 : now.stallAt !== undefined && now.value === now.stallAt && Math.abs(shown - target) < 0.5);
          if (wasStalled && !stalled) jumpUntil = time + 0.45;
          wasStalled = stalled;
          if (now.indeterminate || (!stalled && doneFor < 0 && crumbling < 0 && !waitingForReset)) walk += dt;
    
          if (crumbling >= 0) {
            crumbling += dt;
            for (let i = 0; i < TOTAL; i++) {
              if (fstate[i] === 0) {
                if (crumbling < fpop[i]) continue;
                fstate[i] = 1;
              }
              if (fstate[i] === 4) continue;
              fvy[i] += 170 * dt;
              fx[i] += fvx[i] * dt;
              fy[i] += fvy[i] * dt;
              if (fy[i] >= GROUND - 2) {
                fy[i] = GROUND - 2;
                if (fstate[i] === 1 && dust.length < 28) dust.push({ x: fx[i], y: GROUND - 1, age: 0 });
                fvy[i] *= -0.38;
                fvx[i] *= 0.55;
                fstate[i] += 1;
              }
            }
            for (const puff of dust) puff.age += dt;
            if (crumbling > 3.6) {
              crumbling = -1;
              doneFor = -1;
              shown = 0;
              clock = 0;
              waitingForReset = !now.autoplay;
              setLoops((n) => n + 1);
            }
            return stalled;
          }
    
          if (waitingForReset) {
            // The next build starts once the caller's value has gone back below max.
            if (target < 100) waitingForReset = false;
            return stalled;
          }
          if (now.autoplay && !(doneFor >= 0 && !now.loop)) clock += dt;
          if (!now.indeterminate) {
            // Bricks go on one at a time: progress never jumps more than a quarter of the wall per second.
            const stepLimit = 26 * dt;
            shown += Math.min(Math.max(target - shown, -stepLimit * 3), stepLimit);
          }
          if (shown >= 99.999 && doneFor < 0) {
            shown = 100;
            doneFor = 0;
            now.onComplete?.();
          } else if (shown < 99.999 && doneFor >= 0 && !now.autoplay) {
            doneFor = -1;
          }
          if (doneFor >= 0) {
            doneFor += dt;
            if (now.loop && doneFor > 2.4) startCrumble();
          }
          return stalled;
        }
    
        function draw(stalled: boolean, still: boolean) {
          const now = latest.current;
          const placed = crumbling >= 0 ? TOTAL : Math.min(TOTAL, Math.floor((shown / 100) * TOTAL + 0.0001));
          const frontCol = Math.min(COLS, Math.floor(placed / ROWS));
          const frontX = WALL_X + frontCol * BRICK_W;
          const done = doneFor >= 0 && crumbling < 0;
          const building = !done && !stalled && crumbling < 0 && !waitingForReset && !still;
    
          // Sky, sun and clouds.
          b.fillStyle = sky0;
          b.fillRect(0, 0, W, 12);
          b.fillStyle = sky1;
          b.fillRect(0, 12, W, 11);
          b.fillStyle = sky2;
          b.fillRect(0, 23, W, GROUND - 23);
          b.fillStyle = "#ffe07a";
          b.fillRect(17, 4, 5, 7);
          b.fillRect(16, 5, 7, 5);
          b.fillStyle = "#fff3c4";
          b.fillRect(18, 5, 2, 2);
          const drift = still ? 0 : time;
          drawSprite(b, clouds, 0, ((40 + drift * 4) % (W + 14)) - 14, 3);
          drawSprite(b, clouds, 1, ((150 + drift * 2.6) % (W + 14)) - 14, 9);
          drawSprite(b, clouds, 1, ((90 + drift * 3.3) % (W + 14)) - 14, 1);
    
          // Power poles and their wire.
          b.fillStyle = "#6b4a2f";
          for (const x of [86, 168]) {
            b.fillRect(x, 9, 1, GROUND - 9);
            b.fillRect(x - 2, 10, 5, 1);
          }
          b.fillStyle = "#3d3a45";
          for (let x = 0; x < W; x += 2) b.fillRect(x, 11 + (Math.abs(((x + 80) % 82) - 41) < 20 ? 1 : 0), 1, 1);
    
          // The small green building at the far right.
          b.fillStyle = "#2f8f57";
          b.fillRect(222, 13, 16, GROUND - 13);
          b.fillStyle = "#3fae6b";
          b.fillRect(223, 14, 14, GROUND - 14);
          b.fillStyle = "#24774a";
          b.fillRect(221, 12, 18, 2);
          b.fillStyle = "#d9f7e4";
          for (let y = 17; y < 29; y += 5) for (let x = 225; x < 236; x += 4) b.fillRect(x, y, 2, 2);
          b.fillStyle = "#1d2130";
          b.fillRect(229, 29, 3, 5);
    
          // Ground.
          b.fillStyle = groundColor;
          b.fillRect(0, GROUND, W, H - GROUND);
          b.fillStyle = "rgb(0 0 0 / 0.14)";
          b.fillRect(0, GROUND, W, 1);
          for (let x = 3; x < W; x += 11) b.fillRect(x + ((x * 7) % 5), GROUND + 2 + ((x * 3) % 3), 2, 1);
    
          // The wall: mortar first, then bricks in two batches, one per tone.
          if (crumbling < 0 && placed > 0) {
            b.fillStyle = mortarColor;
            const full = Math.floor(placed / ROWS);
            if (full > 0) b.fillRect(WALL_X, WALL_TOP, full * BRICK_W, ROWS * BRICK_H);
            if (placed % ROWS) b.fillRect(WALL_X + full * BRICK_W, GROUND - (placed % ROWS) * BRICK_H, BRICK_W, (placed % ROWS) * BRICK_H);
          }
          for (let tone = 0; tone < 2; tone++) {
            b.fillStyle = tone ? brick1 : brick0;
            for (let i = 0; i < placed; i++) {
              const cell = brickCell(i);
              if (cell.tone !== tone) continue;
              if (crumbling >= 0) {
                if (fstate[i] === 0) b.fillRect(cell.x, cell.y, BRICK_W - 1, BRICK_H - 1);
                else b.fillRect(Math.round(fx[i]), Math.round(fy[i]), 4, 2);
              } else {
                const right = Math.min(cell.x + BRICK_W - 1, WALL_X + (frontCol + 1) * BRICK_W - 1);
                b.fillRect(cell.x, cell.y, right - cell.x, BRICK_H - 1);
              }
            }
          }
          b.fillStyle = "rgb(120 110 100 / 0.5)";
          for (const puff of dust) {
            if (puff.age > 0.5) continue;
            const spread = Math.round(puff.age * 8);
            b.fillRect(Math.round(puff.x) - spread, puff.y - Math.round(puff.age * 4), 1, 1);
            b.fillRect(Math.round(puff.x) + 2 + spread, puff.y - 1 - Math.round(puff.age * 3), 1, 1);
          }
    
          // The pile of bricks the carriers fetch from.
          b.fillStyle = brick1;
          b.fillRect(PILE_X - 5, GROUND - 2, 9, 2);
          b.fillStyle = brick0;
          b.fillRect(PILE_X - 3, GROUND - 4, 6, 2);
    
          const site = crumbling < 0 && !done;
          const scaffoldX = Math.min(frontX + 1, PILE_X - 22);
          if (site) {
            // Scaffold at the build front.
            b.fillStyle = "#6f7890";
            b.fillRect(scaffoldX, WALL_TOP - 3, 1, GROUND - WALL_TOP + 3);
            b.fillRect(scaffoldX + 9, WALL_TOP - 3, 1, GROUND - WALL_TOP + 3);
            b.fillStyle = "#b98a4f";
            b.fillRect(scaffoldX - 1, WALL_TOP + 7, 12, 1);
            b.fillRect(scaffoldX - 1, GROUND - 5, 12, 1);
            // Crane: mast, jib, cable and a brick on the hook.
            if (!compact) {
              const mast = Math.min(scaffoldX + 16, W - 30);
              b.fillStyle = helmetColor;
              b.fillRect(mast, 3, 2, GROUND - 3);
              b.fillRect(mast - 24, 3, 32, 1);
              b.fillRect(mast - 2, 5, 6, 3);
              b.fillStyle = "#1d2130";
              for (let y = 6; y < GROUND; y += 4) b.fillRect(mast, y, 2, 1);
              b.fillRect(mast - 24, 4, 1, 1);
              const hookX = Math.max(mast - 22, Math.min(frontX + 2, mast - 6));
              const nextRow = placed % ROWS;
              const landing = GROUND - (nextRow + 1) * BRICK_H - 1;
              const cycleT = building ? (time * 0.9) % 1 : 0.4;
              const hookY = 5 + (landing - 5) * Math.min(1, cycleT * 1.4);
              b.fillRect(hookX + 1, 4, 1, Math.max(1, Math.round(hookY) - 4));
              b.fillStyle = brick0;
              b.fillRect(hookX - 1, Math.round(hookY), 5, 2);
            }
          }
    
          // Workers.
          const jumping = time < jumpUntil;
          const hop = (phase: number) => (done || jumping ? -Math.round(Math.abs(Math.sin(time * 9 + phase)) * 2) : 0);
          const pose = (index: number, x: number, y: number, frame: number, flip = false) => drawSprite(b, workers, frame, x, y + hop(index), { flip });
          const beat = Math.floor(time * 4) % 2;
          const feet = GROUND - 10;
          // The mason hammers at the front.
          const masonX = Math.max(1, Math.min(frontX - 7, W - 30));
          if (done || jumping) pose(0, masonX, feet, 11);
          else if (stalled) pose(0, masonX, feet, 10);
          else pose(0, masonX, feet, still ? 6 : 5 + beat, false);
          // Carriers walk bricks from the pile to the front and come back empty.
          const count = compact ? 1 : 2;
          const dropX = Math.min(scaffoldX + 12, PILE_X - 12);
          const span = Math.max(8, PILE_X - 8 - dropX);
          for (let i = 0; i < count; i++) {
            const t = (i * 0.5 + (still ? 0.2 : walk * 0.11)) % 1;
            const toFront = t < 0.5;
            const along = toFront ? t * 2 : (t - 0.5) * 2;
            const x = toFront ? PILE_X - 8 - along * span : dropX + along * span;
            const step = Math.floor(time * 7 + i) % 4;
            if (done || jumping) pose(1 + i, x, feet, 11);
            else if (stalled) pose(1 + i, x, feet, i === 0 ? 7 + (Math.floor(time * 0.8) % 2) : 7 + (Math.floor(time * 3) % 2) * 2);
            else if (toFront || now.indeterminate) pose(1 + i, x, feet, still ? 3 : 3 + (step % 2), toFront);
            else pose(1 + i, x, feet, still ? 0 : [0, 1, 2, 1][step]);
          }
          if (!compact && site) {
            // One more on the scaffold, and a foreman by the building.
            if (stalled) pose(3, scaffoldX + 1, WALL_TOP - 3, 7);
            else pose(3, scaffoldX + 1, WALL_TOP - 3, done || jumping ? 11 : still ? 6 : 5 + (1 - beat), true);
          }
          if (!compact) {
            const foremanX = 196 + (still ? 0 : Math.round(Math.sin(time * 0.5) * 5));
            if (done || jumping) pose(4, foremanX, feet, 11);
            else if (stalled) pose(4, foremanX, feet, 7);
            else pose(4, foremanX, feet, still ? 0 : [0, 1, 2, 1][Math.floor(time * 3) % 4], Math.cos(time * 0.5) < 0);
          }
          // Zzz over the sleeper.
          if (stalled && !still) {
            b.fillStyle = "#1d2130";
            const rise = Math.floor(time * 2) % 3;
            for (let i = 0; i <= rise; i++) {
              const zx = masonX + 8 + i * 3;
              const zy = feet - 1 - i * 3;
              b.fillRect(zx, zy, 3, 1);
              b.fillRect(zx + 1, zy + 1, 1, 1);
              b.fillRect(zx, zy + 2, 3, 1);
            }
          }
    
          // The sign rides above the front with the percent, or a check when done.
          if (!now.indeterminate && crumbling < 0) {
            const glyphs = done ? ["ok"] : [...String(Math.min(99, Math.floor(shown))), "%"];
            const width = glyphs.reduce((sum, glyph) => sum + (DIGITS[glyph]?.[0].length ?? 0) + 1, 0) + 3;
            const signX = Math.max(1, Math.min(frontX - Math.floor(width / 2), W - width - 1));
            b.fillStyle = "#1d2130";
            b.fillRect(signX + Math.floor(width / 2), 10, 1, WALL_TOP - 9);
            b.fillRect(signX, 1, width, 9);
            b.fillStyle = done ? "#d9f7e4" : "#ffffff";
            b.fillRect(signX + 1, 2, width - 2, 7);
            text(glyphs, signX + 2, 3, done ? "#24774a" : "#1d2130");
          }
    
          // Blit: a whole number of screen pixels per scene pixel, following the build front when cropped.
          const camera = Math.round(Math.max(0, Math.min(W - view, frontX - view / 2)));
          ctx!.imageSmoothingEnabled = false;
          ctx!.clearRect(0, 0, canvas!.width, canvas!.height);
          ctx!.drawImage(buffer!.canvas, camera, 0, view, H, 0, 0, view, H);
    
          const whole = now.indeterminate ? lastPercent : Math.round(Math.min(100, Math.max(0, crumbling >= 0 ? 100 : shown)));
          if (whole !== lastPercent) {
            lastPercent = whole;
            setPercent(whole);
          }
        }
    
        const loopHandle = runCanvasLoop({
          host,
          canvas,
          resize: (frame) => {
            // Pick the largest whole-number scale that still shows a useful stretch of the site, then
            // size the canvas in scene pixels; CSS scales it up with image-rendering: pixelated.
            scale = SCALE[size];
            while (scale > 1 && frame.width / scale < 96) scale -= 1;
            view = Math.max(40, Math.min(W, Math.floor(frame.width / scale)));
            compact = frame.width < 360;
            canvas.width = view;
            canvas.height = H;
            canvas.style.width = `${view * scale}px`;
            canvas.style.height = `${H * scale}px`;
            host.style.height = `${H * scale}px`;
          },
          render: (frame) => {
            if (frame.still) {
              // Reduced motion: a still scene at the current value.
              const now = latest.current;
              if (!now.autoplay) shown = (Math.min(Math.max(now.value, 0), now.max) / now.max) * 100;
              crumbling = -1;
              draw(false, true);
              return;
            }
            const stalled = advance(frame.dt);
            draw(stalled, false);
          },
        });
        redraw.current = () => {
          loopHandle.wake();
          loopHandle.redraw();
        };
    
        // Under reduced motion the frame loop is off, so a scripted run steps once a second instead.
        const stepper = window.setInterval(() => {
          if (!reduced.matches || !latest.current.autoplay) return;
          clock += 1;
          if (clock > 28) {
            if (!latest.current.loop) clock = 28;
            else {
              clock = 0;
              setLoops((n) => n + 1);
            }
          }
          const before = shown;
          shown = scripted(clock);
          if (shown >= 100 && before < 100) latest.current.onComplete?.();
          loopHandle.redraw();
        }, 1000);
    
        return () => {
          window.clearInterval(stepper);
          redraw.current = () => {};
          loopHandle.dispose();
        };
      }, [size, sceneKey]);
    
      const scale = SCALE[size];
      return (
        <div className={cn("flex w-full flex-col items-center gap-4", className)} {...props}>
          <div
            role="progressbar"
            aria-label="Update progress"
            aria-valuemin={0}
            aria-valuemax={max}
            aria-valuenow={indeterminate ? undefined : Math.round((percent / 100) * max)}
            aria-valuetext={caption}
            style={{ maxWidth: W * scale + 16 }}
            className="w-full rounded-full bg-[#f6eedd] p-2 shadow-[inset_0_2px_3px_rgb(255_255_255/0.9),inset_0_-2px_4px_rgb(120_90_40/0.18),0_10px_24px_-12px_rgb(60_40_10/0.4)]"
          >
            <div ref={hostRef} style={{ height: H * scale }} className="relative flex w-full justify-center overflow-hidden rounded-full bg-[#a9dcff] shadow-[inset_0_2px_6px_rgb(0_0_0/0.28)]">
              <canvas ref={canvasRef} aria-hidden="true" className="block [image-rendering:pixelated]" />
              <span aria-hidden="true" className="pointer-events-none absolute inset-0 rounded-full shadow-[inset_0_2px_6px_rgb(0_0_0/0.28)]" />
            </div>
          </div>
          <p aria-live="polite" className="min-h-5 text-center text-sm font-medium text-foreground">
            {caption}
          </p>
        </div>
      );
    }

Usage

import { PixelBuildProgress } from "@/components/ui/pixel-build-progress/pixel-build-progress";

export function Updating({ progress }: { progress: number }) {
  return <PixelBuildProgress value={progress} stallAt={99} onComplete={() => restartApp()} />;
}

API reference

PropTypeDefaultDescription
valuenumber0Progress, from 0 to `max`. The wall follows it, adding bricks one at a time.
maxnumber100Value that counts as complete.
autoplaybooleanfalsePlay a scripted run of about 30 seconds: build, stall at 99%, finish. Ignores `value`.
indeterminatebooleanfalseProgress is unknown: workers shuttle bricks back and forth and the wall does not advance.
messagesPixelBuildMessage[]installing, almost there, the 99% stall and doneCaptions by progress range, in ascending order of `until`. The last one shows from there on.
stallAtnumber–While `value` sits exactly here, the workers sit down and wait. Autoplay stalls at 99 by itself.
loopbooleanfalseAfter finishing, crumble the wall and start the next update. In controlled use the next build starts once `value` drops below `max`.
updateIndexnumber1Number of the current update, shown in the first caption from the second update on.
updateTotalnumber47How many updates there are in total, for the caption.
size"sm" | "md" | "lg""md"Size of one scene pixel: 2, 3 or 4 screen pixels. Narrow containers step down by themselves.
palettePixelBuildPalette–Colors to override in the scene.
onComplete() => void–Called once each time progress reaches `max`.

Also accepts every native <div> attribute, including ref and className.

  • The scene is drawn at 240×40 logical pixels and shown at a whole-number scale (2, 3 or 4 by size) with smoothing off, so every pixel stays square. Narrow containers step the scale down, then crop the scene around the build front; below 360px there are two workers and no crane.
  • Sprites are palette-indexed sheets from src/lib/pixel-art/sprites.ts (worker: walk, carry, hammer, sit, sleep and cheer). Bricks, the crane, the scaffold and the building are drawn in code, and fallen bricks are particles in typed arrays.
  • It runs on the shared canvas loop: paused offscreen and in hidden tabs. The percent only reaches React when the whole number changes.
  • value is followed smoothly, at most about a quarter of the wall per second, so bricks go on one at a time. While value sits exactly at stallAt the workers sit down: one sleeps, one sips, one taps a foot.
  • With loop, the wall crumbles a moment after it finishes and the next update starts, counting up in the first caption ("Installing update 2 of 47"). In controlled use the rebuild waits until value drops below max.
  • The brick crumble, sprite poses and cloud positions come from a fixed seed and the clock, never from Math.random during render.

Accessibility

  • The pill has role="progressbar" with aria-valuemin, aria-valuemax and aria-valuenow, and its aria-valuetext is the caption. In indeterminate mode aria-valuenow is left out.
  • The caption is real text under the pill in a polite live region, so it is announced when it changes, not on every percent.
  • The canvas is decorative and hidden from assistive tech; the percent on the pixel sign repeats aria-valuenow.
  • With reduced motion enabled the scene is a still picture at the current value: no walking, crane, drifting clouds or crumble. Captions still change, and a scripted run steps once a second.