| "use client"; |
|
|
| import { useCallback, useEffect, useRef, useState } from "react"; |
|
|
| const WIDTH = 1120; |
| const HEIGHT = 700; |
| const BRICK_COLUMNS = 8; |
| const ACCENTS = ["#2d9cdb", "#7fba00", "#ffb900", "#f25022", "#67e8f9"]; |
|
|
| const LOGOS = [ |
| ["AI21", "ai21"], |
| ["AMD", "amd"], |
| ["American Innovators Network", "american-innovators-network"], |
| ["AMP", "amp"], |
| ["Andreessen Horowitz", "andreessen-horowitz"], |
| ["Arcee AI", "arcee-ai"], |
| ["Arena", "arena"], |
| ["Baseten", "baseten"], |
| ["Black Forest Labs", "black-forest-labs"], |
| ["Block", "block"], |
| ["Box", "box"], |
| ["Cisco", "cisco"], |
| ["Cloudflare", "cloudflare"], |
| ["Cohere", "cohere"], |
| ["CrowdStrike", "crowdstrike"], |
| ["Dell Technologies", "dell-technologies"], |
| ["DoorDash", "doordash"], |
| ["Emergence Capital", "emergence-capital"], |
| ["Fireworks AI", "fireworks-ai"], |
| ["Genspark", "genspark"], |
| ["GitHub", "github"], |
| ["Google", "google"], |
| ["Hugging Face", "hugging-face"], |
| ["IBM", "ibm"], |
| ["Inferact", "inferact"], |
| ["Interconnects AI", "interconnects-ai"], |
| ["The Linux Foundation", "linux-foundation"], |
| ["Mariana Minerals", "mariana-minerals"], |
| ["Meta", "meta"], |
| ["Microsoft", "microsoft"], |
| ["Mistral", "mistral"], |
| ["Morph", "morph"], |
| ["Mozilla", "mozilla"], |
| ["Nebius", "nebius"], |
| ["Nous Research", "nous-research"], |
| ["NVIDIA", "nvidia"], |
| ["Ollama", "ollama"], |
| ["OpenAI", "openai"], |
| ["OpenClaw", "openclaw"], |
| ["Palantir", "palantir"], |
| ["Palo Alto Networks", "palo-alto-networks"], |
| ["Periodic Labs", "periodic-labs"], |
| ["Perplexity", "perplexity"], |
| ["Prime Intellect", "prime-intellect"], |
| ["Reflection", "reflection"], |
| ["Replit", "replit"], |
| ["ServiceNow", "servicenow"], |
| ["Telnyx", "telnyx"], |
| ["Trajectory", "trajectory"], |
| ["Y Combinator", "y-combinator"], |
| ] as const; |
|
|
| type Status = "loading" | "ready" | "running" | "paused" | "won" | "lost"; |
|
|
| type Brick = { |
| x: number; |
| y: number; |
| width: number; |
| height: number; |
| alive: boolean; |
| name: string; |
| image: HTMLImageElement; |
| accent: string; |
| }; |
|
|
| type Particle = { |
| x: number; |
| y: number; |
| vx: number; |
| vy: number; |
| life: number; |
| color: string; |
| }; |
|
|
| type Game = { |
| status: Status; |
| score: number; |
| lives: number; |
| destroyed: number; |
| paddle: { x: number; y: number; width: number; height: number }; |
| ball: { x: number; y: number; vx: number; vy: number; radius: number }; |
| bricks: Brick[]; |
| particles: Particle[]; |
| trail: { x: number; y: number; life: number }[]; |
| logoImages: HTMLImageElement[]; |
| paddleImage: HTMLImageElement; |
| }; |
|
|
| const loadImage = (src: string) => |
| new Promise<HTMLImageElement>((resolve, reject) => { |
| const image = new Image(); |
| image.onload = () => resolve(image); |
| image.onerror = () => reject(new Error(`Could not load ${src}`)); |
| image.src = src; |
| }); |
|
|
| const createBricks = (images: HTMLImageElement[]): Brick[] => { |
| const marginX = 28; |
| const gapX = 10; |
| const gapY = 7; |
| const width = (WIDTH - marginX * 2 - gapX * (BRICK_COLUMNS - 1)) / BRICK_COLUMNS; |
| const height = 64; |
| const startY = 32; |
|
|
| return LOGOS.map(([name], index) => { |
| const column = index % BRICK_COLUMNS; |
| const row = Math.floor(index / BRICK_COLUMNS); |
| return { |
| x: marginX + column * (width + gapX), |
| y: startY + row * (height + gapY), |
| width, |
| height, |
| alive: true, |
| name, |
| image: images[index], |
| accent: ACCENTS[row % ACCENTS.length], |
| }; |
| }); |
| }; |
|
|
| const makeGame = ( |
| logoImages: HTMLImageElement[], |
| paddleImage: HTMLImageElement, |
| ): Game => { |
| const paddle = { |
| x: WIDTH / 2 - 118, |
| y: HEIGHT - 57, |
| width: 236, |
| height: 32, |
| }; |
|
|
| return { |
| status: "ready", |
| score: 0, |
| lives: 3, |
| destroyed: 0, |
| paddle, |
| ball: { |
| x: WIDTH / 2, |
| y: paddle.y - 13, |
| vx: 3.1, |
| vy: -5.7, |
| radius: 9, |
| }, |
| bricks: createBricks(logoImages), |
| particles: [], |
| trail: [], |
| logoImages, |
| paddleImage, |
| }; |
| }; |
|
|
| const roundRect = ( |
| context: CanvasRenderingContext2D, |
| x: number, |
| y: number, |
| width: number, |
| height: number, |
| radius: number, |
| ) => { |
| context.beginPath(); |
| context.roundRect(x, y, width, height, radius); |
| }; |
|
|
| export function LogoBreakout() { |
| const canvasRef = useRef<HTMLCanvasElement>(null); |
| const stageRef = useRef<HTMLDivElement>(null); |
| const gameRef = useRef<Game | null>(null); |
| const keysRef = useRef(new Set<string>()); |
| const soundRef = useRef<{ muted: boolean; context: AudioContext | null }>({ |
| muted: false, |
| context: null, |
| }); |
| const [status, setStatus] = useState<Status>("loading"); |
| const [score, setScore] = useState(0); |
| const [lives, setLives] = useState(3); |
| const [destroyed, setDestroyed] = useState(0); |
| const [muted, setMuted] = useState(false); |
|
|
| const tone = useCallback((frequency: number, duration = 0.055) => { |
| if (soundRef.current.muted) return; |
|
|
| const AudioContextClass = |
| window.AudioContext || |
| ( |
| window as typeof window & { |
| webkitAudioContext?: typeof AudioContext; |
| } |
| ).webkitAudioContext; |
| if (!AudioContextClass) return; |
|
|
| const audioContext = |
| soundRef.current.context ?? new AudioContextClass(); |
| soundRef.current.context = audioContext; |
|
|
| const oscillator = audioContext.createOscillator(); |
| const gain = audioContext.createGain(); |
| const now = audioContext.currentTime; |
| oscillator.type = "sine"; |
| oscillator.frequency.setValueAtTime(frequency, now); |
| gain.gain.setValueAtTime(0.025, now); |
| gain.gain.exponentialRampToValueAtTime(0.0001, now + duration); |
| oscillator.connect(gain); |
| gain.connect(audioContext.destination); |
| oscillator.start(now); |
| oscillator.stop(now + duration); |
| }, []); |
|
|
| const syncUi = useCallback((game: Game) => { |
| setStatus(game.status); |
| setScore(game.score); |
| setLives(game.lives); |
| setDestroyed(game.destroyed); |
| }, []); |
|
|
| const launch = useCallback(() => { |
| const game = gameRef.current; |
| if (!game) return; |
|
|
| if (game.status === "won" || game.status === "lost") { |
| const fresh = makeGame(game.logoImages, game.paddleImage); |
| fresh.status = "running"; |
| gameRef.current = fresh; |
| syncUi(fresh); |
| tone(520, 0.08); |
| return; |
| } |
|
|
| if (game.status === "ready") { |
| game.status = "running"; |
| setStatus("running"); |
| tone(520, 0.08); |
| } |
| }, [syncUi, tone]); |
|
|
| const restart = useCallback(() => { |
| const game = gameRef.current; |
| if (!game) return; |
| const fresh = makeGame(game.logoImages, game.paddleImage); |
| gameRef.current = fresh; |
| syncUi(fresh); |
| }, [syncUi]); |
|
|
| const togglePause = useCallback(() => { |
| const game = gameRef.current; |
| if (!game) return; |
| if (game.status === "running") { |
| game.status = "paused"; |
| setStatus("paused"); |
| } else if (game.status === "paused") { |
| game.status = "running"; |
| setStatus("running"); |
| } |
| }, []); |
|
|
| useEffect(() => { |
| let cancelled = false; |
|
|
| const prepare = async () => { |
| try { |
| const [logoImages, paddleImage] = await Promise.all([ |
| Promise.all( |
| LOGOS.map(([, slug]) => loadImage(`/logos/${slug}.png`)), |
| ), |
| loadImage("/anthropic-wordmark.png"), |
| ]); |
|
|
| if (cancelled) return; |
| const game = makeGame(logoImages, paddleImage); |
| gameRef.current = game; |
| syncUi(game); |
| } catch { |
| if (!cancelled) setStatus("lost"); |
| } |
| }; |
|
|
| prepare(); |
| return () => { |
| cancelled = true; |
| }; |
| }, [syncUi]); |
|
|
| useEffect(() => { |
| const keyDown = (event: KeyboardEvent) => { |
| if (["ArrowLeft", "ArrowRight", " ", "p", "P"].includes(event.key)) { |
| event.preventDefault(); |
| } |
| keysRef.current.add(event.key); |
| if (event.key === " ") launch(); |
| if (event.key === "p" || event.key === "P") togglePause(); |
| }; |
| const keyUp = (event: KeyboardEvent) => { |
| keysRef.current.delete(event.key); |
| }; |
|
|
| window.addEventListener("keydown", keyDown); |
| window.addEventListener("keyup", keyUp); |
| return () => { |
| window.removeEventListener("keydown", keyDown); |
| window.removeEventListener("keyup", keyUp); |
| }; |
| }, [launch, togglePause]); |
|
|
| useEffect(() => { |
| const canvas = canvasRef.current; |
| if (!canvas) return; |
| const context = canvas.getContext("2d"); |
| if (!context) return; |
|
|
| let frame = 0; |
| let previousTime = performance.now(); |
|
|
| const burst = (game: Game, brick: Brick) => { |
| for (let index = 0; index < 13; index += 1) { |
| const angle = Math.random() * Math.PI * 2; |
| const speed = 1.5 + Math.random() * 3.5; |
| game.particles.push({ |
| x: game.ball.x, |
| y: game.ball.y, |
| vx: Math.cos(angle) * speed, |
| vy: Math.sin(angle) * speed, |
| life: 1, |
| color: brick.accent, |
| }); |
| } |
| }; |
|
|
| const loseLife = (game: Game) => { |
| game.lives -= 1; |
| game.trail = []; |
| if (game.lives <= 0) { |
| game.status = "lost"; |
| tone(120, 0.28); |
| } else { |
| game.status = "ready"; |
| game.ball.x = game.paddle.x + game.paddle.width / 2; |
| game.ball.y = game.paddle.y - game.ball.radius - 2; |
| game.ball.vx = 3.1; |
| game.ball.vy = -5.7; |
| tone(180, 0.18); |
| } |
| syncUi(game); |
| }; |
|
|
| const hitBrick = (game: Game, brick: Brick) => { |
| brick.alive = false; |
| game.destroyed += 1; |
| game.score += 100; |
| burst(game, brick); |
| tone(610 + (game.destroyed % 7) * 48); |
|
|
| if (game.destroyed === LOGOS.length) { |
| game.status = "won"; |
| tone(880, 0.32); |
| } |
| syncUi(game); |
| }; |
|
|
| const update = (game: Game, delta: number) => { |
| const paddleSpeed = 10 * delta; |
| if (keysRef.current.has("ArrowLeft")) game.paddle.x -= paddleSpeed; |
| if (keysRef.current.has("ArrowRight")) game.paddle.x += paddleSpeed; |
| game.paddle.x = Math.max( |
| 14, |
| Math.min(WIDTH - game.paddle.width - 14, game.paddle.x), |
| ); |
|
|
| if (game.status === "ready") { |
| game.ball.x = game.paddle.x + game.paddle.width / 2; |
| game.ball.y = game.paddle.y - game.ball.radius - 2; |
| } |
|
|
| game.particles.forEach((particle) => { |
| particle.x += particle.vx * delta; |
| particle.y += particle.vy * delta; |
| particle.vy += 0.09 * delta; |
| particle.life -= 0.025 * delta; |
| }); |
| game.particles = game.particles.filter((particle) => particle.life > 0); |
| game.trail.forEach((point) => { |
| point.life -= 0.08 * delta; |
| }); |
| game.trail = game.trail.filter((point) => point.life > 0); |
|
|
| if (game.status !== "running") return; |
|
|
| const { ball, paddle } = game; |
| game.trail.push({ x: ball.x, y: ball.y, life: 1 }); |
| if (game.trail.length > 15) game.trail.shift(); |
|
|
| ball.x += ball.vx * delta; |
| ball.y += ball.vy * delta; |
|
|
| if (ball.x - ball.radius <= 0) { |
| ball.x = ball.radius; |
| ball.vx = Math.abs(ball.vx); |
| tone(260); |
| } else if (ball.x + ball.radius >= WIDTH) { |
| ball.x = WIDTH - ball.radius; |
| ball.vx = -Math.abs(ball.vx); |
| tone(260); |
| } |
|
|
| if (ball.y - ball.radius <= 0) { |
| ball.y = ball.radius; |
| ball.vy = Math.abs(ball.vy); |
| tone(290); |
| } |
|
|
| if ( |
| ball.vy > 0 && |
| ball.y + ball.radius >= paddle.y && |
| ball.y - ball.radius <= paddle.y + paddle.height && |
| ball.x >= paddle.x && |
| ball.x <= paddle.x + paddle.width |
| ) { |
| ball.y = paddle.y - ball.radius; |
| const offset = |
| (ball.x - (paddle.x + paddle.width / 2)) / (paddle.width / 2); |
| const speed = Math.min(9.2, Math.hypot(ball.vx, ball.vy) + 0.08); |
| const angle = offset * 1.08; |
| ball.vx = Math.sin(angle) * speed; |
| ball.vy = -Math.max(4.6, Math.cos(angle) * speed); |
| tone(420, 0.07); |
| } |
|
|
| for (const brick of game.bricks) { |
| if (!brick.alive) continue; |
| const closestX = Math.max( |
| brick.x, |
| Math.min(ball.x, brick.x + brick.width), |
| ); |
| const closestY = Math.max( |
| brick.y, |
| Math.min(ball.y, brick.y + brick.height), |
| ); |
| const distanceX = ball.x - closestX; |
| const distanceY = ball.y - closestY; |
|
|
| if ( |
| distanceX * distanceX + distanceY * distanceY < |
| ball.radius * ball.radius |
| ) { |
| const brickCenterX = brick.x + brick.width / 2; |
| const brickCenterY = brick.y + brick.height / 2; |
| const normalizedX = Math.abs(ball.x - brickCenterX) / brick.width; |
| const normalizedY = Math.abs(ball.y - brickCenterY) / brick.height; |
| if (normalizedX > normalizedY) ball.vx *= -1; |
| else ball.vy *= -1; |
| hitBrick(game, brick); |
| break; |
| } |
| } |
|
|
| if (ball.y - ball.radius > HEIGHT) loseLife(game); |
| }; |
|
|
| const draw = (game: Game) => { |
| context.clearRect(0, 0, WIDTH, HEIGHT); |
| context.fillStyle = "#ffffff"; |
| context.fillRect(0, 0, WIDTH, HEIGHT); |
|
|
| for (const brick of game.bricks) { |
| if (!brick.alive) continue; |
| context.save(); |
| const cropX = brick.image.naturalWidth * 0.07; |
| const cropY = brick.image.naturalHeight * 0.07; |
| context.drawImage( |
| brick.image, |
| cropX, |
| cropY, |
| brick.image.naturalWidth - cropX * 2, |
| brick.image.naturalHeight - cropY * 2, |
| brick.x, |
| brick.y, |
| brick.width, |
| brick.height, |
| ); |
| context.restore(); |
| } |
|
|
| for (const point of game.trail) { |
| context.beginPath(); |
| context.arc( |
| point.x, |
| point.y, |
| game.ball.radius * point.life * 0.65, |
| 0, |
| Math.PI * 2, |
| ); |
| context.fillStyle = `rgba(0,158,209,${point.life * 0.16})`; |
| context.fill(); |
| } |
|
|
| for (const particle of game.particles) { |
| context.beginPath(); |
| context.arc(particle.x, particle.y, 3.2 * particle.life, 0, Math.PI * 2); |
| context.globalAlpha = Math.max(0, particle.life); |
| context.fillStyle = particle.color; |
| context.fill(); |
| } |
| context.globalAlpha = 1; |
|
|
| context.save(); |
| context.shadowColor = "#009ed1"; |
| context.shadowBlur = 14; |
| context.beginPath(); |
| context.arc( |
| game.ball.x, |
| game.ball.y, |
| game.ball.radius, |
| 0, |
| Math.PI * 2, |
| ); |
| context.fillStyle = "#009ed1"; |
| context.fill(); |
| context.restore(); |
|
|
| const { paddle } = game; |
| context.save(); |
| context.shadowColor = "rgba(0,0,0,.14)"; |
| context.shadowBlur = 12; |
| roundRect( |
| context, |
| paddle.x, |
| paddle.y, |
| paddle.width, |
| paddle.height, |
| 8, |
| ); |
| context.fillStyle = "#f2f2f2"; |
| context.fill(); |
| context.shadowBlur = 0; |
| context.drawImage( |
| game.paddleImage, |
| paddle.x + 25, |
| paddle.y + 8, |
| paddle.width - 50, |
| paddle.height - 16, |
| ); |
| context.restore(); |
| }; |
|
|
| const loop = (time: number) => { |
| const delta = Math.min(1.65, (time - previousTime) / 16.667); |
| previousTime = time; |
| const game = gameRef.current; |
| if (game) { |
| update(game, delta); |
| draw(game); |
| } else { |
| context.fillStyle = "#ffffff"; |
| context.fillRect(0, 0, WIDTH, HEIGHT); |
| } |
| frame = requestAnimationFrame(loop); |
| }; |
|
|
| frame = requestAnimationFrame(loop); |
| return () => cancelAnimationFrame(frame); |
| }, [syncUi, tone]); |
|
|
| const movePaddle = (clientX: number) => { |
| const game = gameRef.current; |
| const stage = stageRef.current; |
| if (!game || !stage) return; |
| const bounds = stage.getBoundingClientRect(); |
| const x = ((clientX - bounds.left) / bounds.width) * WIDTH; |
| game.paddle.x = Math.max( |
| 14, |
| Math.min(WIDTH - game.paddle.width - 14, x - game.paddle.width / 2), |
| ); |
| }; |
|
|
| const overlay = { |
| loading: { |
| kicker: "Initializing field", |
| title: "Loading logos", |
| copy: "Preparing all 50 signatory nodes.", |
| action: "Please wait", |
| }, |
| ready: { |
| kicker: "", |
| title: "", |
| copy: "", |
| action: "Start", |
| }, |
| paused: { |
| kicker: "Field suspended", |
| title: "Paused", |
| copy: "The signal is holding. Resume whenever you’re ready.", |
| action: "Resume", |
| }, |
| won: { |
| kicker: "Mission complete", |
| title: "Field cleared", |
| copy: "All 50 signatory logos are down. The weights are open.", |
| action: "Play again", |
| }, |
| lost: { |
| kicker: "Signal lost", |
| title: "Try another run", |
| copy: `${destroyed} of 50 logos cleared. Reconnect and finish the field.`, |
| action: "Restart mission", |
| }, |
| running: null, |
| }[status]; |
|
|
| return ( |
| <section className="game-console" id="game" aria-label="Logo Breakout game"> |
| <div className="console-topbar"> |
| <div className="console-id">Field online</div> |
| <div className="hud" aria-live="polite"> |
| <div className="hud-item"> |
| <span>Score</span> |
| <strong>{String(score).padStart(5, "0")}</strong> |
| </div> |
| <div className="hud-item"> |
| <span>Lives</span> |
| <strong>{"●".repeat(lives) || "—"}</strong> |
| </div> |
| <div className="hud-item"> |
| <span>Cleared</span> |
| <strong>{destroyed}/50</strong> |
| </div> |
| </div> |
| <div className="console-actions"> |
| <button |
| className="icon-button" |
| type="button" |
| onClick={() => { |
| const next = !muted; |
| setMuted(next); |
| soundRef.current.muted = next; |
| }} |
| aria-label={muted ? "Turn sound on" : "Turn sound off"} |
| title={muted ? "Sound off" : "Sound on"} |
| > |
| {muted ? "×" : "♪"} |
| </button> |
| <button |
| className="restart-button" |
| type="button" |
| onClick={restart} |
| aria-label="Restart game" |
| > |
| Restart |
| </button> |
| </div> |
| </div> |
| |
| <div |
| className="game-stage" |
| ref={stageRef} |
| onPointerMove={(event) => movePaddle(event.clientX)} |
| onPointerDown={(event) => { |
| movePaddle(event.clientX); |
| launch(); |
| }} |
| > |
| <canvas |
| ref={canvasRef} |
| width={WIDTH} |
| height={HEIGHT} |
| aria-label="Breakout playfield containing 50 company logo bricks" |
| /> |
| {overlay && ( |
| <div className="game-overlay"> |
| {status === "ready" ? ( |
| <button |
| className="launch-button start-button" |
| type="button" |
| onClick={(event) => { |
| event.stopPropagation(); |
| launch(); |
| }} |
| > |
| Start |
| </button> |
| ) : ( |
| <div className="overlay-card"> |
| <p className="overlay-kicker">{overlay.kicker}</p> |
| <h2>{overlay.title}</h2> |
| <p>{overlay.copy}</p> |
| <button |
| className="launch-button" |
| type="button" |
| onClick={(event) => { |
| event.stopPropagation(); |
| if (status === "paused") togglePause(); |
| else launch(); |
| }} |
| disabled={status === "loading"} |
| > |
| {overlay.action} |
| </button> |
| </div> |
| )} |
| </div> |
| )} |
| </div> |
| |
| <div className="console-bottom"> |
| <div className="control-list" aria-label="Game controls"> |
| <span> |
| <kbd>←</kbd> |
| <kbd>→</kbd> Move |
| </span> |
| <span> |
| <kbd>Space</kbd> Launch |
| </span> |
| <span> |
| <kbd>P</kbd> Pause |
| </span> |
| </div> |
| <div className="field-counter">Anthropic / Control node</div> |
| </div> |
| |
| <div className="sr-only"> |
| The logo bricks are: {LOGOS.map(([name]) => name).join(", ")}. |
| </div> |
| </section> |
| ); |
| } |
|
|