"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((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(null); const stageRef = useRef(null); const gameRef = useRef(null); const keysRef = useRef(new Set()); const soundRef = useRef<{ muted: boolean; context: AudioContext | null }>({ muted: false, context: null, }); const [status, setStatus] = useState("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 (
Field online
Score {String(score).padStart(5, "0")}
Lives {"●".repeat(lives) || "—"}
Cleared {destroyed}/50
movePaddle(event.clientX)} onPointerDown={(event) => { movePaddle(event.clientX); launch(); }} > {overlay && (
{status === "ready" ? ( ) : (

{overlay.kicker}

{overlay.title}

{overlay.copy}

)}
)}
Move Space Launch P Pause
Anthropic / Control node
The logo bricks are: {LOGOS.map(([name]) => name).join(", ")}.
); }