Custom Code Experiment •
Disco
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 dancer 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;
// ---------- Dance moves (each returns a pose for a beat position b) ----------
const s = Math.sin, c = Math.cos, PI = Math.PI;
const bump = (b) => Math.abs(s(b * PI)); // 0..1 once per beat
const alt = (b) => (Math.floor(b) % 2 === 0 ? 1 : -1); // alternates each beat
const moves = [
// Disco point: one arm shoots up to the corner, the other on the hip
(b) => {
const side = Math.floor(b / 2) % 2 === 0 ? 1 : -1;
const up = 0.5 - 0.5 * c((b % 2) * PI); // point, then pull down across
const R = side > 0, pointAbd = 0.2 + up * 2.3;
const point = { abd: pointAbd, fwd: 0.25, eAbd: 0, eFwd: 0 };
const hip = { abd: 0.75, fwd: -0.1, eAbd: -1.6, eFwd: 0 };
return {
armR: R ? point : hip, armL: R ? hip : point,
legR: { abd: 0.12 + (R ? 0.1 : 0), fwd: 0, knee: 0.2 + 0.35 * bump(b) },
legL: { abd: 0.12 + (R ? 0 : 0.1), fwd: 0, knee: 0.2 + 0.35 * bump(b) },
leanSide: side * 0.12 * up, leanFwd: 0, yaw: side * 0.25, headTilt: side * 0.2 * up
};
},
// Hands in the air, swaying
(b) => {
const sway = s(b * PI / 2);
return {
armR: { abd: 2.55 + sway * 0.3, fwd: 0.1, eAbd: 0.2 + 0.3 * bump(b), eFwd: 0 },
armL: { abd: 2.55 - sway * 0.3, fwd: 0.1, eAbd: 0.2 + 0.3 * bump(b), eFwd: 0 },
legR: { abd: 0.18, fwd: 0, knee: 0.15 + 0.4 * bump(b) },
legL: { abd: 0.18, fwd: 0, knee: 0.15 + 0.4 * bump(b) },
leanSide: sway * 0.18, leanFwd: 0, yaw: 0, headTilt: -sway * 0.25
};
},
// Kicks with swinging arms
(b) => {
const a = alt(b), k = bump(b);
const kick = { abd: 0.05, fwd: 1.1 * k, knee: 1.1 * k * (1 - k) * 2.2 };
const stand = { abd: 0.08, fwd: -0.1 * k, knee: 0.25 * k };
return {
armR: { abd: 0.35, fwd: -a * 0.9 * k, eAbd: 0, eFwd: 1.3 },
armL: { abd: 0.35, fwd: a * 0.9 * k, eAbd: 0, eFwd: 1.3 },
legR: a > 0 ? kick : stand, legL: a > 0 ? stand : kick,
leanSide: 0, leanFwd: -0.12 * k, yaw: -a * 0.2 * k, headTilt: 0
};
},
// Spin with arms out
(b) => {
const t = (b % 8) / 8;
return {
armR: { abd: 1.45 + 0.2 * s(b * PI), fwd: 0, eAbd: 0.3, eFwd: 0 },
armL: { abd: 1.45 - 0.2 * s(b * PI), fwd: 0, eAbd: 0.3, eFwd: 0 },
legR: { abd: 0.1, fwd: 0, knee: 0.1 + 0.2 * bump(b) },
legL: { abd: 0.05, fwd: 0.35, knee: 0.9 },
leanSide: 0, leanFwd: 0, yaw: t * 2 * PI, headTilt: 0.15
};
}
];
// Blend two poses (numbers inside nested objects)
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 BEATS_PER_MOVE = 8;
function poseAt(beat) {
const idx = Math.floor(beat / BEATS_PER_MOVE);
const local = beat - idx * BEATS_PER_MOVE;
const cur = moves[idx % moves.length](local);
const FADE = 1; // beats of crossfade into the next move
if (local > BEATS_PER_MOVE - FADE) {
const next = moves[(idx + 1) % moves.length](local - BEATS_PER_MOVE);
let w = (local - (BEATS_PER_MOVE - FADE)) / FADE;
w = w * w * (3 - 2 * w);
// keep spin yaw continuous: wrap to nearest equivalent angle
if (cur.yaw > PI) cur.yaw -= 2 * PI;
return blend(cur, next, w);
}
return cur;
}
// Build line segments for the figure from a pose
function buildFigure(pose) {
// legs first (relative to pelvis at origin) so we can plant the lowest foot on the floor
const hipR = [0.07, 0, 0], hipL = [-0.07, 0, 0];
const leg = (hip, side, L) => {
const knee = add(hip, mul(limbDir(side, L.abd, L.fwd), THIGH));
const foot = add(knee, mul(limbDir(side, L.abd * 0.6, L.fwd - L.knee), SHIN));
return [hip, knee, foot];
};
const lr = leg(hipR, 1, pose.legR), ll = leg(hipL, -1, pose.legL);
const lowest = Math.min(lr[2][1], ll[2][1]);
const pelvisY = FLOOR_Y - lowest + 0.02;
// torso
let up = rotZ(rotX([0, 1, 0], pose.leanFwd), -pose.leanSide);
const neck = mul(up, SPINE);
const shoulder = mul(up, SPINE - 0.06);
const headC = add(neck, mul(rotZ(up, -pose.headTilt), NECK + HEAD_R));
const arm = (side, A) => {
const d1 = rotZ(limbDir(side, A.abd, A.fwd), -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);
const hand = add(elbow, mul(d2, FOREARM));
return [shoulder, elbow, hand];
};
const ar = arm(1, pose.armR), al = arm(-1, pose.armL);
const polys = [];
const place = (p) => { const q = rotY(p, pose.yaw); return [q[0], q[1] + pelvisY, q[2]]; };
const line = (pts, w = 2.4) => polys.push({ pts: pts.map(place), color: WHITE, w });
line([[0, 0, 0], neck]); // spine
line([hipR, [0, 0, 0], hipL], 2.4); // pelvis
line(ar); line(al); line(lr); line(ll); // limbs
// feet
for (const L of [lr, ll]) {
const f = L[2];
line([f, add(f, [0, 0, 0.12])], 2.0);
}
// wireframe head
for (const lat of [-0.5, 0, 0.5]) {
const pts = [];
const r = HEAD_R * Math.cos(lat), y = HEAD_R * Math.sin(lat);
for (let k = 0; k <= 18; k++) {
const a = 2 * PI * k / 18;
pts.push(add(headC, rotZ([r * c(a), y, r * s(a)], -pose.headTilt)));
}
polys.push({ pts: pts.map(place), color: WHITE, w: 1.2, dim: lat !== 0 });
}
for (let m = 0; m < 4; m++) {
const pts = [];
const a = PI * m / 4;
for (let k = 0; k <= 18; k++) {
const t = 2 * PI * k / 18;
pts.push(add(headC, rotZ([HEAD_R * c(t) * c(a), HEAD_R * s(t), HEAD_R * c(t) * s(a)], -pose.headTilt)));
}
polys.push({ pts: pts.map(place), color: WHITE, w: 1.0, dim: true });
}
// hands
for (const A of [ar, al]) {
const h = A[2], pts = [];
for (let k = 0; k <= 10; k++) { const a = 2 * PI * k / 10; pts.push(add(h, [0.035 * c(a), 0.035 * s(a), 0])); }
polys.push({ pts: pts.map(place), color: WHITE, w: 1.2 });
}
return polys;
}
// Dance floor: tiled grid; lit tiles change on every beat
const TILES = 5, TILE = 0.3, HALF = TILES * TILE / 2;
function buildFloor(beat) {
const polys = [];
for (let i = 0; i <= TILES; i++) {
const v = -HALF + i * TILE;
polys.push({ pts: [[-HALF, FLOOR_Y, v], [HALF, FLOOR_Y, v]], color: FLOOR, w: 0.9, dim: true });
polys.push({ pts: [[v, FLOOR_Y, -HALF], [v, FLOOR_Y, HALF]], color: FLOOR, w: 0.9, dim: true });
}
let seed = Math.floor(beat) * 7919 + 13;
const rnd = () => (seed = (seed * 16807) % 2147483647) / 2147483647;
const glow = 1 - (beat % 1);
for (let n = 0; n < 5; n++) {
const i = Math.floor(rnd() * TILES), j = Math.floor(rnd() * TILES);
const x0 = -HALF + i * TILE + 0.04, z0 = -HALF + j * TILE + 0.04, x1 = x0 + TILE - 0.08, z1 = z0 + TILE - 0.08;
polys.push({ pts: [[x0, FLOOR_Y, z0], [x1, FLOOR_Y, z0], [x1, FLOOR_Y, z1], [x0, FLOOR_Y, z1], [x0, FLOOR_Y, z0]],
color: WHITE, w: 1.3, alpha: 0.25 + 0.75 * glow });
}
return polys;
}
// ---------- Projection ----------
const CENTER_Y = -0.05;
function project(p, view, jitter) {
let [x, y, z] = p;
y -= CENTER_Y;
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 * 0.27;
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 ----------
const BPM = 116;
let glitch = 0, glitchStrength = 0;
let orbit = 0, last = performance.now();
let frozenBeat = null;
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;
if (Math.random() < 0.5) frozenBeat = beat - Math.random() * 0.5; // the dancer stutters
}
const g = glitch > 0;
if (g) glitch--; else frozenBeat = null;
if (frozenBeat !== null) beat = frozenBeat;
const view = { yaw: orbit, pitch: 0.2 + Math.sin(t * 0.7) * 0.04 };
const polys = buildFloor(beat).concat(buildFigure(poseAt(beat)));
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>