← Mike Higgins Home
Custom Code Experiment •

Cossack

Source Code View HTML / CSS / JavaScript
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
<title>Glitch Cossack dance loader</title>
<style>
  :root {
    box-sizing: border-box;
    padding-top: env(safe-area-inset-top, 0px);
    padding-bottom: env(safe-area-inset-bottom, 0px);
    --page: #EDEDED;
    --ring-track: rgba(0, 0, 0, 0.12);
    --accent: #FFC21A;
    --void: #0A0A0A;
  }
  @media (prefers-color-scheme: dark) {
    :root:not([data-theme="light"]) {
      --page: #141414;
      --ring-track: rgba(255, 255, 255, 0.12);
    }
  }
  :root[data-theme="dark"] {
    --page: #141414;
    --ring-track: rgba(255, 255, 255, 0.12);
  }
  *, *::before, *::after { box-sizing: inherit; }
  html { height: 100%; scroll-padding-top: env(safe-area-inset-top, 0px); }
  body {
    margin: 0;
    height: 100%;
    background: var(--page);
    display: grid;
    place-items: center;
  }

  .orb {
    position: relative;
    width: min(260px, 70vw);
    aspect-ratio: 1;
  }

  /* Animated yellow ring */
  .ring {
    position: absolute;
    inset: 0;
    width: 100%;
    height: 100%;
    transform: rotate(-90deg);
  }
  .ring circle { fill: none; stroke-width: 3; }
  .ring .track { stroke: var(--ring-track); }
  .ring .arc {
    stroke: var(--accent);
    stroke-linecap: round;
    stroke-dasharray: 90 400;
    animation: sweep 1.6s cubic-bezier(.6,.1,.3,.9) infinite;
    transform-origin: 50% 50%;
  }
  @keyframes sweep {
    0%   { stroke-dasharray: 20 400; transform: rotate(0deg); }
    50%  { stroke-dasharray: 160 400; }
    100% { stroke-dasharray: 20 400; transform: rotate(360deg); }
  }

  /* Circular viewport */
  .window {
    position: absolute;
    inset: 12px;
    border-radius: 50%;
    overflow: hidden;
    background: radial-gradient(circle at 50% 40%, #262626 0%, var(--void) 70%);
    box-shadow: inset 0 0 40px rgba(0,0,0,.8), inset 0 0 0 1px rgba(255,255,255,.2);
  }
  .window canvas { display: block; width: 100%; height: 100%; }
  /* spotlight from above */
  .window::before {
    content: "";
    position: absolute;
    inset: 0;
    background: radial-gradient(ellipse 38% 70% at 50% 0%, rgba(255,255,255,.09), transparent 70%);
    pointer-events: none;
  }
  /* scanlines */
  .window::after {
    content: "";
    position: absolute;
    inset: 0;
    background: repeating-linear-gradient(to bottom, rgba(0,0,0,0) 0 2px, rgba(0,0,0,.28) 2px 3px);
    pointer-events: none;
  }

  @media (prefers-reduced-motion: reduce) {
    .ring .arc { animation-duration: 4s; }
  }
</style>
</head>
<body>
  <div class="orb" role="status" aria-label="Loading">
    <svg class="ring" viewBox="0 0 100 100" aria-hidden="true">
      <circle class="track" cx="50" cy="50" r="48"/>
      <circle class="arc" cx="50" cy="50" r="48"/>
    </svg>
    <div class="window">
      <canvas id="dancer" aria-hidden="true"></canvas>
    </div>
  </div>

<script>
(() => {
  const canvas = document.getElementById('dancer');
  const ctx = canvas.getContext('2d');
  const buf = document.createElement('canvas');
  const bctx = buf.getContext('2d');
  const reduced = window.matchMedia('(prefers-reduced-motion: reduce)').matches;

  const WHITE = '#FFFFFF';
  const FLOOR = '#8C8C8C';
  const GHOST_A = '#8C8C8C', GHOST_B = '#E0E0E0';

  let W = 0, H = 0, dpr = 1;
  function resize() {
    dpr = Math.min(window.devicePixelRatio || 1, 2);
    const r = canvas.getBoundingClientRect();
    W = Math.round(r.width * dpr); H = Math.round(r.height * dpr);
    canvas.width = buf.width = W;
    canvas.height = buf.height = H;
  }
  new ResizeObserver(resize).observe(canvas);
  resize();

  // ---------- Vector helpers ----------
  const add = (a, b) => [a[0]+b[0], a[1]+b[1], a[2]+b[2]];
  const mul = (a, k) => [a[0]*k, a[1]*k, a[2]*k];
  const rotX = ([x, y, z], a) => [x, y*Math.cos(a) - z*Math.sin(a), y*Math.sin(a) + z*Math.cos(a)];
  const rotY = ([x, y, z], a) => [x*Math.cos(a) + z*Math.sin(a), y, -x*Math.sin(a) + z*Math.cos(a)];
  const rotZ = ([x, y, z], a) => [x*Math.cos(a) - y*Math.sin(a), x*Math.sin(a) + y*Math.cos(a), z];
  // Limb direction: starts pointing down, raised sideways by `abd`, swung forward (+z) by `fwd`
  const limbDir = (side, abd, fwd) => rotX(rotZ([0, -1, 0], side * abd), -fwd);

  // ---------- Skeleton ----------
  const SPINE = 0.72, NECK = 0.1, HEAD_R = 0.17;
  const UPPER_ARM = 0.36, FOREARM = 0.34;
  const THIGH = 0.44, SHIN = 0.44;
  const FLOOR_Y = -1.0;

  // ---------- Cossack dance (hopak) ----------
  const s = Math.sin, c = Math.cos, PI = Math.PI, TAU = PI * 2;
  const BPM = 116;
  const sub = (a, b) => [a[0]-b[0], a[1]-b[1], a[2]-b[2]];
  const dot = (a, b) => a[0]*b[0] + a[1]*b[1] + a[2]*b[2];
  const len = (a) => Math.hypot(a[0], a[1], a[2]);
  const norm = (a) => mul(a, 1 / (len(a) || 1));
  const clamp = (v, a, b) => Math.min(b, Math.max(a, v));
  const smooth = (x) => { x = clamp(x, 0, 1); return x * x * (3 - 2 * x); };
  const lerp = (a, b, w) => a + (b - a) * w;

  // Two-bone IK: the knee bends so the ankle reaches its target (or points straight at it if too far)
  function ik(hip, target, a, b, hint) {
    const toT = sub(target, hip);
    const d = Math.min(a + b - 1e-4, Math.max(0.05, len(toT)));
    const u = norm(toT);
    const cosA = (a * a + d * d - b * b) / (2 * a * d);
    const sinA = Math.sqrt(Math.max(0, 1 - cosA * cosA));
    const n = norm(sub(hint, mul(u, dot(hint, u))));
    return [add(hip, add(mul(u, a * cosA), mul(n, a * sinA))), add(hip, mul(u, d))];
  }

  // ---------- Gravity (same model as the Irish dancer) ----------
  const G = 9.81 / 0.83;   // figure ≈ 1.7 m tall, 1 unit ≈ 0.83 m
  const secPerBeat = () => 60 / (reduced ? BPM / 3 : BPM);
  function jump(b, period, height) {
    const flight = Math.min(period * 0.75, Math.sqrt(8 * height / G) / secPerBeat());
    const ground = period - flight;
    const ph = ((b % period) + period) % period;
    const takeoff = ground / 2, landing = takeoff + flight;
    if (ph >= takeoff && ph <= landing) {
      const u = (ph - takeoff) / flight;
      return { air: 4 * height * u * (1 - u), u, flying: true, crouch: 0 };
    }
    const g = ph < takeoff ? ph + ground / 2 : ph - landing;
    return { air: 0, u: 0, flying: false, crouch: s(PI * g / ground) };
  }

  // Feet are ankle targets in the body frame: x (side), y (height above floor), z (forward),
  // plus `point`: 0 flat, + pointed toe, − flexed (heel down, toe up).
  const foot = (x, y, z, point = 0) => ({ x, y, z, point });
  const HIPS  = { abd: 0.75, fwd: -0.1, eAbd: -1.6, eFwd: 0 };      // hands on hips
  const CROSS_R = { abd: 0.3, fwd: 1.15, eAbd: -PI / 2 - 0.3, eFwd: -1.15 };  // arms folded at the chest
  const CROSS_L = { abd: 0.3, fwd: 1.3,  eAbd: -PI / 2 - 0.3, eFwd: -1.3 };
  const OPEN  = { abd: 1.45, fwd: 0.15, eAbd: 0.15, eFwd: 0 };       // arms flung out
  const base = (o) => Object.assign({ hipH: 0.84, px: 0, air: 0, lean: 0, leanSide: 0, yaw: 0, headTurn: 0, headNod: 0, kneeOut: 0.3 }, o);

  // 1. Stamping: hands on hips, knees lifting and stamping down on the beat
  const stamp = (b) => {
    const f = ((b % 1) + 1) % 1, k = s(PI * Math.pow(f, 0.8));   // lift, then drive down fast
    const right = Math.floor(b) % 2 === 0;
    const up = foot(0, 0.06 + 0.24 * k, 0.1 * k, 0.3 * k);
    return base({
      fR: right ? foot(0.13, up.y, up.z, up.point) : foot(0.13, 0.06, 0),
      fL: right ? foot(-0.13, 0.06, 0) : foot(-0.13, up.y, up.z, up.point),
      hipH: 0.83 - 0.03 * k, armR: HIPS, armL: HIPS, lean: -0.06,
      yaw: 0.45 * s(b * PI / 4), headTurn: -0.3 * s(b * PI / 4)
    });
  };

  // 2. Prisiadka: deep squat, arms folded, kicking legs out in turn with a little hop to switch
  const prisiadka = (b) => {
    const j = jump(b, 1, 0.05);
    const kR = 0.5 + 0.5 * clamp(c(PI * b) * 3.5, -1, 1);   // swaps legs mid-hop
    const kL = 1 - kR;
    const leg = (side, k) => foot(side * (0.15 + 0.03 * k), lerp(0.1, 0.06, k), lerp(0.05, 0.78, k), lerp(0.5, -0.6, k));
    return base({
      fR: leg(1, kR), fL: leg(-1, kL),
      hipH: 0.3 - 0.03 * j.crouch, air: j.air,
      armR: CROSS_R, armL: CROSS_L, lean: -0.12, headNod: -0.1, kneeOut: 0.6
    });
  };

  // 3. Polzunets: feet planted wide, the body slides low from side to side,
  //    bending over one leg while the other stretches out straight, arms open
  const polzunets = (b) => {
    const side = c(b * PI / 2);               // +1 over the right foot, −1 over the left
    const px = 0.34 * side;
    const bendR = (1 + side) / 2, bendL = 1 - bendR;
    return base({
      px, hipH: 0.34 + 0.1 * (1 - Math.abs(side)),
      fR: foot(0.55, 0.06, 0.08, lerp(-0.6, 0.3, bendR)),
      fL: foot(-0.55, 0.06, 0.08, lerp(-0.6, 0.3, bendL)),
      armR: OPEN, armL: OPEN, leanSide: -0.22 * side, headTurn: -0.5 * side, kneeOut: 0.6
    });
  };

  // 4. Straddle jumps: crouch, spring up, legs split wide to the sides, hands reaching for the toes
  const straddle = (b) => {
    const j = jump(b, 2, 0.55);
    const sp = j.flying ? Math.min(1, s(PI * j.u) * 1.7) : 0;
    const hipH = 0.84 - 0.3 * j.crouch;
    const leg = (side) => foot(side * lerp(0.13, 0.85, sp), lerp(0.06, hipH + 0.05, sp), lerp(0, 0.28, sp), lerp(0, 0.9, sp));
    const reach = { abd: lerp(0.3, 1.25, sp), fwd: lerp(0.2 + 0.6 * j.crouch, 0.5, sp), eAbd: 0, eFwd: lerp(0.3, 0, sp) };
    return base({
      fR: leg(1), fL: leg(-1), hipH, air: j.air,
      armR: reach, armL: reach, lean: 0.25 * j.crouch + 0.35 * sp, headNod: -0.15 * sp, kneeOut: 0.35
    });
  };

  const SCHEDULE = [[stamp, 8], [prisiadka, 8], [polzunets, 4], [straddle, 8]];
  const TOTAL = SCHEDULE.reduce((n, [, l]) => n + l, 0);

  function blend(a, b, w) {
    if (typeof a === 'number') return a + (b - a) * w;
    const o = {};
    for (const k in a) o[k] = blend(a[k], b[k], w);
    return o;
  }
  const FADE = 0.75;   // time to drop into or rise out of the squat between steps
  function poseAt(beat) {
    let m = ((beat % TOTAL) + TOTAL) % TOTAL, i = 0;
    while (m >= SCHEDULE[i][1]) { m -= SCHEDULE[i][1]; i++; }
    const [fn, l] = SCHEDULE[i];
    const cur = fn(m);
    let p = cur;
    if (m > l - FADE) {
      const next = SCHEDULE[(i + 1) % SCHEDULE.length][0](m - l);
      p = blend(cur, next, smooth((m - (l - FADE)) / FADE));
    }
    p.x = 0; p.z = 0;
    return p;
  }

  const trails = { R: [], L: [] };
  function buildTrails() { return []; }

  function buildFigure(pose) {
    const pelvisY = FLOOR_Y + pose.hipH + pose.air;
    const pelvis = [pose.px, pelvisY, 0];
    const hipR = [pose.px + 0.09, pelvisY, 0], hipL = [pose.px - 0.09, pelvisY, 0];
    const ANK = 0.06;

    const legPts = (hip, side, F) => {
      const target = [F.x, FLOOR_Y + F.y + pose.air, F.z];
      const hint = norm([side * pose.kneeOut, 0.15, 1]);
      const [knee, ank] = ik(hip, target, THIGH, SHIN, hint);
      const turn = side * 0.25;
      const heel = add(ank, rotY([0, -ANK, -0.03], turn));
      const toe = add(ank, rotY(rotX([0, -ANK, 0.14], F.point), turn));
      return { knee, ank, heel, toe };
    };
    const LR = legPts(hipR, 1, pose.fR), LL = legPts(hipL, -1, pose.fL);

    const up = rotZ(rotX([0, 1, 0], pose.lean), -pose.leanSide);
    const neck = add(pelvis, mul(up, SPINE));
    const shoulder = add(pelvis, mul(up, SPINE - 0.06));
    const headOrient = (v) => rotZ(rotX(rotY(v, pose.headTurn), pose.lean + pose.headNod), -pose.leanSide);
    const headC = add(neck, mul(headOrient([0, 1, 0]), NECK + HEAD_R));

    const arm = (side, A) => {
      const d1 = rotZ(rotX(limbDir(side, A.abd, A.fwd), 0), -pose.leanSide);
      const elbow = add(shoulder, mul(d1, UPPER_ARM));
      const d2 = rotZ(limbDir(side, A.abd + A.eAbd, A.fwd + A.eFwd), -pose.leanSide);
      return [shoulder, elbow, add(elbow, mul(d2, FOREARM))];
    };
    const ar = arm(1, pose.armR), al = arm(-1, pose.armL);

    const place = (p) => rotY(p, pose.yaw);
    const polys = [];
    const line = (pts, w = 2.4) => polys.push({ pts: pts.map(place), color: WHITE, w });

    line([pelvis, neck]);
    line([hipR, pelvis, hipL]);
    line([add(shoulder, rotZ([0.1, 0, 0], -pose.leanSide)), shoulder, add(shoulder, rotZ([-0.1, 0, 0], -pose.leanSide))], 2.0);
    line(ar); line(al);
    line([hipR, LR.knee, LR.ank]); line([hipL, LL.knee, LL.ank]);
    for (const L of [LR, LL]) line([L.ank, L.heel, L.toe, L.ank], 2.0);   // boot

    const headPt = (v) => place(add(headC, headOrient(v)));
    for (const lat of [-0.5, 0, 0.5]) {
      const pts = [], r = HEAD_R * c(lat), y = HEAD_R * s(lat);
      for (let k = 0; k <= 18; k++) { const a = TAU * k / 18; pts.push(headPt([r * c(a), y, r * s(a)])); }
      polys.push({ pts, color: WHITE, w: 1.2, dim: lat !== 0 });
    }
    for (let m = 0; m < 4; m++) {
      const pts = [], a = PI * m / 4;
      for (let k = 0; k <= 18; k++) { const q = TAU * k / 18; pts.push(headPt([HEAD_R * c(q) * c(a), HEAD_R * s(q), HEAD_R * c(q) * s(a)])); }
      polys.push({ pts, color: WHITE, w: 1.0, dim: true });
    }
    // tall fur hat (papakha): a slightly flared cylinder
    const hatY0 = HEAD_R * 0.55, hatH = 0.2;
    const hatRing = (y, r) => {
      const pts = [];
      for (let k = 0; k <= 20; k++) { const a = TAU * k / 20; pts.push(headPt([r * c(a), y, r * s(a)])); }
      return pts;
    };
    polys.push({ pts: hatRing(hatY0, 0.165), color: WHITE, w: 1.5 });
    polys.push({ pts: hatRing(hatY0 + hatH * 0.5, 0.175), color: WHITE, w: 0.9, dim: true });
    polys.push({ pts: hatRing(hatY0 + hatH, 0.185), color: WHITE, w: 1.5 });
    for (let k = 0; k < 10; k++) {
      const a = TAU * k / 10;
      polys.push({ pts: [headPt([0.165 * c(a), hatY0, 0.165 * s(a)]), headPt([0.185 * c(a), hatY0 + hatH, 0.185 * s(a)])], color: WHITE, w: 0.9, dim: true });
    }

    for (const A of [ar, al]) {
      const h = A[2], pts = [];
      for (let k = 0; k <= 10; k++) { const a = TAU * k / 10; pts.push(place(add(h, [0.035 * c(a), 0.035 * s(a), 0]))); }
      polys.push({ pts, color: WHITE, w: 1.2 });
    }
    return polys;
  }

  // Round wooden floor with boards; a ripple spreads on every beat (stamps and landings)
  const FLOOR_R = 0.95;
  let rippleBeat = 0;
  function buildFloor() {
    const polys = [], ring = [];
    for (let k = 0; k <= 48; k++) { const a = TAU * k / 48; ring.push([FLOOR_R * c(a), FLOOR_Y, FLOOR_R * s(a)]); }
    polys.push({ pts: ring, color: FLOOR, w: 1.1 });
    for (let v = -0.8; v <= 0.81; v += 0.2) {
      const h = Math.sqrt(FLOOR_R * FLOOR_R - v * v);
      polys.push({ pts: [[-h, FLOOR_Y, v], [h, FLOOR_Y, v]], color: FLOOR, w: 0.7, dim: true });
    }
    const ph = ((rippleBeat % 1) + 1) % 1, r = 0.1 + ph * 0.5, pts = [];
    for (let k = 0; k <= 32; k++) { const a = TAU * k / 32; pts.push([r * c(a), FLOOR_Y, r * s(a)]); }
    polys.push({ pts, color: WHITE, w: 1.2, alpha: (1 - ph) * 0.7 });
    return polys;
  }

  // ---------- Projection ----------
  // The camera follows the dancer, so he stays centred and the floor glides beneath him
  const CENTER_Y = 0.3;
  let focusX = 0, focusZ = 0;
  function project(p, view, jitter) {
    let [x, y, z] = p;
    x -= focusX; y -= CENTER_Y; z -= focusZ;
    if (jitter) { x += (Math.random()-.5)*jitter; y += (Math.random()-.5)*jitter; }
    const cy = Math.cos(view.yaw), sy = Math.sin(view.yaw);
    const x1 = x * cy + z * sy, z1 = -x * sy + z * cy;
    const cx = Math.cos(view.pitch), sx = Math.sin(view.pitch);
    const y1 = y * cx - z1 * sx, z2 = y * sx + z1 * cx;
    const d = 5, persp = d / (d - z2);
    const scale = W * 0.235;
    return [W/2 + x1 * scale * persp, H/2 - y1 * scale * persp, z2];
  }

  function strokeAll(polys, view, color, alpha, ox, oy, jitter) {
    for (const poly of polys) {
      bctx.beginPath();
      let depthSum = 0;
      poly.pts.forEach((p, i) => {
        const [sx, sy, sz] = project(p, view, jitter);
        depthSum += sz;
        if (i === 0) bctx.moveTo(sx + ox, sy + oy); else bctx.lineTo(sx + ox, sy + oy);
      });
      const depth = depthSum / poly.pts.length;
      const fade = 0.45 + 0.55 * Math.min(1, Math.max(0, (depth + 1.2) / 2.4));
      bctx.globalAlpha = alpha * fade * (poly.dim ? 0.55 : 1) * (poly.alpha ?? 1);
      bctx.strokeStyle = color || poly.color;
      bctx.lineWidth = poly.w * dpr;
      bctx.stroke();
    }
    bctx.globalAlpha = 1;
  }

  // ---------- Loop ----------
  let glitch = 0, glitchStrength = 0;
  let orbit = 0, last = performance.now();
  let beatShift = 0;

  function frame(now) {
    if (W === 0 || H === 0) {
      resize();
      if (W === 0 || H === 0) { last = now; requestAnimationFrame(frame); return; }
    }
    const dt = Math.min(50, now - last) / 1000; last = now;
    orbit += dt * (reduced ? 0.15 : 0.45);

    const t = now / 1000;
    let beat = t * (reduced ? BPM / 3 : BPM) / 60;

    if (!reduced && glitch <= 0 && Math.random() < 0.025) {
      glitch = 4 + Math.floor(Math.random() * 10);
      glitchStrength = 0.4 + Math.random() * 0.6;
      beatShift = Math.random() < 0.5 ? -Math.random() * 0.4 : 0; // the dancer skips back, time keeps flowing
    }
    const g = glitch > 0;
    if (g) glitch--; else beatShift = 0;
    beat += beatShift;

    const view = { yaw: orbit, pitch: 0.22 + Math.sin(t * 0.7) * 0.04 };
    const pose = poseAt(beat);
    focusX = 0; focusZ = 0; rippleBeat = beat;
    const polys = buildFloor().concat(buildFigure(pose));

    bctx.clearRect(0, 0, W, H);
    bctx.lineJoin = 'round'; bctx.lineCap = 'round';
    bctx.globalCompositeOperation = 'lighter';
    if (g) {
      const off = (4 + Math.random() * 8) * dpr * glitchStrength;
      strokeAll(polys, view, GHOST_A, 0.7, -off, 0, 0.03 * glitchStrength);
      strokeAll(polys, view, GHOST_B, 0.6, off, (Math.random()-.5)*2*dpr, 0.03 * glitchStrength);
    }
    strokeAll(polys, view, null, g ? 0.85 : 1, 0, 0, g ? 0.02 : (reduced ? 0 : 0.004));
    bctx.globalCompositeOperation = 'source-over';

    ctx.clearRect(0, 0, W, H);
    if (g) {
      let y = 0;
      while (y < H) {
        const h = Math.min(H - y, Math.max(2, Math.floor((4 + Math.random() * 30) * dpr)));
        const shift = Math.random() < 0.35 ? (Math.random() - .5) * 40 * dpr * glitchStrength : 0;
        ctx.drawImage(buf, 0, y, W, h, shift, y, W, h);
        y += h;
      }
      const blocks = Math.floor(Math.random() * 4);
      for (let i = 0; i < blocks; i++) {
        ctx.fillStyle = [WHITE, GHOST_A, GHOST_B][i % 3];
        ctx.globalAlpha = 0.18 + Math.random() * 0.3;
        ctx.fillRect(Math.random() * W, Math.random() * H, (10 + Math.random() * 60) * dpr, (1 + Math.random() * 3) * dpr);
      }
      ctx.globalAlpha = 1;
    } else {
      ctx.drawImage(buf, 0, 0);
    }

    requestAnimationFrame(frame);
  }
  requestAnimationFrame(frame);
})();
</script>
</body>
</html>