04A Check Where Pressing Scattered Glyphs in Order Draws a Joining Line
Four glyphs sit at trembling positions, and a correct press in order grows a line by interpolation from the previous glyph to the current one. A wrong press rewinds the whole line back to the first glyph.
Best forClick-in-order checks and simple human-check games
GLYPH_NHIT_RJITTERLINE_LERP

<main class="stage">
<div class="cp is-demo" id="cp">
<canvas class="cp__canvas" data-role="canvas" width="480" height="300" tabindex="0" aria-label="A Check Where Pressing Scattered Glyphs in Order Draws a Joining Line"></canvas>
<p class="cp__status" data-role="status" aria-live="polite">Starting the demo</p>
<button class="cp__btn" data-role="btn" type="button">Pause</button>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-ink);
.cp {
position: relative;
width: min(92vw, calc(160vh - 12.8vw));
aspect-ratio: 480 / 300;
margin: 0 auto;
border-radius: $r-card;
overflow: hidden;
box-shadow: $shadow-raised;
background: $subject-ink;
}
.cp__canvas {
display: block;
width: 100%;
height: 100%;
touch-action: none;
}
.cp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, .85);
outline-offset: -6px;
}
.cp__status {
position: absolute;
left: $sp-3;
top: $sp-3;
max-width: 62%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-pill;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font-weight: 500;
font-size: 11px;
line-height: 1.4;
pointer-events: none;
}
.cp__btn {
position: absolute;
right: $sp-3;
bottom: $sp-3;
margin: 0;
padding: $sp-1 $sp-3;
border: 0;
border-radius: $r-pill;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font-family: inherit;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
cursor: pointer;
}
.cp__btn:focus-visible {
outline: 2px solid #ffffff;
outline-offset: 2px;
}
@media (max-width: 340px) {
.cp__btn { font-size: 10px; padding: $sp-1 $sp-2; }
.cp__status { font-size: 10px; }
}
@media (prefers-reduced-motion: reduce) {
.cp { cursor: default; }
}html, body {
margin: 0;
overflow: hidden;
}
.stage {
box-sizing: border-box;
min-height: 100vh;
display: grid;
place-items: center;
margin: 0;
background: #17141a;
font-family: -apple-system, "Segoe UI", "Noto Sans KR", sans-serif;
padding: clamp(8px, 4vw, 24px);
}
.cp {
position: relative;
width: min(92vw, 160vh - 12.8vw);
aspect-ratio: 480/300;
margin: 0 auto;
border-radius: 16px;
overflow: hidden;
box-shadow: 0 14px 24px rgba(23, 20, 26, 0.32);
background: #17141a;
}
.cp__canvas {
display: block;
width: 100%;
height: 100%;
touch-action: none;
}
.cp__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.85);
outline-offset: -6px;
}
.cp__status {
position: absolute;
left: 12px;
top: 12px;
max-width: 62%;
margin: 0;
padding: 4px 12px;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font-weight: 500;
font-size: 11px;
line-height: 1.4;
pointer-events: none;
}
.cp__btn {
position: absolute;
right: 12px;
bottom: 12px;
margin: 0;
padding: 4px 12px;
border: 0;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font-family: inherit;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
cursor: pointer;
}
.cp__btn:focus-visible {
outline: 2px solid #ffffff;
outline-offset: 2px;
}
@media (max-width: 340px) {
.cp__btn {
font-size: 10px;
padding: 4px 8px;
}
.cp__status {
font-size: 10px;
}
}
@media (prefers-reduced-motion: reduce) {
.cp {
cursor: default;
}
}(function () {
const root = document.getElementById("cp");
if (!root)
return;
const W = 480;
const H = 300;
const PI2 = Math.PI * 2;
const FIXED_DT = 16;
const IDLE_TICKS = 150;
const BTN_PAUSE = 'Pause';
const BTN_PLAY = 'Play';
const BTN_NEXT = 'Next scene';
// 파스텔 팔레트 - 어두운 판 위에 밝은 색을 얹어 명도 차로 읽힌다
const BG = [29, 26, 44];
const PANEL = [44, 40, 68];
const MINT = [126, 226, 192];
const SKY = [124, 196, 255];
const LILAC = [190, 164, 255];
const PINK = [255, 160, 190];
const PEACH = [255, 208, 168];
const CREAM = [255, 244, 224];
const CHARSET = 'ABCDEFGHJKLMNPQRSTUVWXYZabdefghmnqrt23456789';
function clamp(v, lo, hi) { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a, b, k) { return a + (b - a) * k; }
function smooth(x) { const c = clamp(x, 0, 1); return c * c * (3 - 2 * c); }
function easeOutBack(x) { const c = clamp(x, 0, 1) - 1; return 1 + c * c * (2.7 * c + 1.7); }
function rgba(c, a) {
return 'rgba(' + Math.round(c[0]) + ',' + Math.round(c[1]) + ',' + Math.round(c[2]) + ',' + clamp(a, 0, 1).toFixed(3) + ')';
}
function mix(a, b, k) {
return [lerp(a[0], b[0], k), lerp(a[1], b[1], k), lerp(a[2], b[2], k)];
}
// 시드 고정 난수 - 같은 시드면 언제나 같은 수열 (선형 합동 방식)
function lcg(seed) {
let s = seed >>> 0;
return function () {
s = (Math.imul(s, 1664525) + 1013904223) >>> 0;
return s / 4294967296;
};
}
// 정수 두 개와 시드로 0 이상 1 미만의 값을 만드는 해시 (같은 입력은 늘 같은 값)
function hash2(x, y, seed) {
let h = (Math.imul(x | 0, 374761393) + Math.imul(y | 0, 668265263) + Math.imul(seed | 0, 1442695041)) | 0;
h = Math.imul(h ^ (h >>> 13), 1274126177);
h ^= h >>> 16;
return (h >>> 0) / 4294967296;
}
// 시드로 뜻 없는 글자열을 만든다
function glyphStr(seed, n) {
const r = lcg(seed * 7919 + 13);
let s = '';
for (let i = 0; i < n; i += 1) {
s += CHARSET.charAt(Math.floor(r() * CHARSET.length));
}
return s;
}
function rrect(ctx, x, y, w, h, r) {
const rr = Math.max(0, Math.min(r, w / 2, h / 2));
ctx.beginPath();
ctx.moveTo(x + rr, y);
ctx.lineTo(x + w - rr, y);
ctx.arcTo(x + w, y, x + w, y + rr, rr);
ctx.lineTo(x + w, y + h - rr);
ctx.arcTo(x + w, y + h, x + w - rr, y + h, rr);
ctx.lineTo(x + rr, y + h);
ctx.arcTo(x, y + h, x, y + h - rr, rr);
ctx.lineTo(x, y + rr);
ctx.arcTo(x, y, x + rr, y, rr);
ctx.closePath();
}
function mount(root, make) {
const canvas = root.querySelector('[data-role="canvas"]');
const statusEl = root.querySelector('[data-role="status"]');
const btnEl = root.querySelector('[data-role="btn"]');
if (!canvas || !statusEl || !btnEl) {
return function () { return; };
}
const ctx = canvas.getContext('2d');
if (!ctx) {
return function () { return; };
}
const dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = Math.round(W * dpr);
canvas.height = Math.round(H * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
const reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
const inp = { idle: 99999, focus: false, key: false };
const scene = make(inp, reduce);
let paused = false;
let rafId = 0;
let lastTs = -1;
let accMs = 0;
let lastLabel = '';
let lastLabelTick = -999;
let lastLive = 'polite';
let tickN = 0;
let clk = 0;
let wasAuto = true;
const cleaners = [];
function listen(target, type, fn) {
target.addEventListener(type, fn);
cleaners.push(function () { target.removeEventListener(type, fn); });
}
function show() {
scene.draw(ctx);
// 시연이 혼자 돌 때는 낭독을 끄고, 사람이 만지는 동안은 값이 바뀌어도 0.7초에 한 번만 갱신한다
const live = (reduce || inp.idle <= IDLE_TICKS) ? 'polite' : 'off';
if (live !== lastLive) {
lastLive = live;
statusEl.setAttribute('aria-live', live);
}
const t = scene.label();
if (t !== lastLabel && (reduce || live === 'off' || tickN - lastLabelTick >= 44)) {
lastLabel = t;
lastLabelTick = tickN;
statusEl.textContent = t;
}
}
// 고정 간격 한 틱 - 입력이 없으면 시연 스크립트가 같은 입구로 입력을 대신 넣는다
function advance() {
inp.idle += 1;
tickN += 1;
const a = inp.idle > IDLE_TICKS;
if (a && !wasAuto) {
scene.reset();
clk = 0;
}
wasAuto = a;
if (a) {
clk += 1;
scene.auto(clk);
if (clk >= scene.CYCLE) {
clk = 0;
scene.reset();
}
}
scene.step();
}
// 움직임 줄이기: 틱을 몰아서 돌린 뒤 한 번만 그린다 (중간 보간 장면은 화면에 나오지 않는다)
function settle(n) {
for (let i = 0; i < n; i += 1) {
inp.idle = 0;
tickN += 1;
scene.step();
}
show();
}
function tick(ts) {
if (lastTs < 0) {
lastTs = ts;
}
const frameDt = Math.min(ts - lastTs, 160);
lastTs = ts;
if (!paused) {
accMs += frameDt;
while (accMs >= FIXED_DT) {
advance();
accMs -= FIXED_DT;
}
show();
}
rafId = requestAnimationFrame(tick);
}
function point(e) {
const r = canvas.getBoundingClientRect();
return [clamp((e.clientX - r.left) * W / r.width, 0, W), clamp((e.clientY - r.top) * H / r.height, 0, H)];
}
btnEl.textContent = reduce ? BTN_NEXT : BTN_PAUSE;
if (reduce) {
root.classList.remove('is-demo');
for (let i = 0; i < scene.REDUCE_TICKS; i += 1) {
advance();
}
show();
}
listen(btnEl, 'click', function () {
if (reduce) {
if (scene.next) {
scene.next();
show();
return;
}
const n = Math.round(scene.CYCLE / 3);
inp.idle = 99999;
wasAuto = true;
for (let i = 0; i < n; i += 1) {
advance();
}
show();
return;
}
paused = !paused;
if (paused) {
root.classList.remove('is-demo');
}
else {
root.classList.add('is-demo');
}
btnEl.textContent = paused ? BTN_PLAY : BTN_PAUSE;
});
listen(canvas, 'focus', function () { inp.focus = true; if (reduce) {
show();
} });
listen(canvas, 'blur', function () { inp.focus = false; inp.key = false; if (reduce) {
show();
} });
listen(canvas, 'pointerdown', function (e) {
const p = point(e);
inp.idle = 0;
inp.key = false;
try {
canvas.setPointerCapture(e.pointerId);
}
catch (err) { /* 캡처가 안 되는 환경은 그냥 넘어간다 */ }
scene.down(p[0], p[1]);
if (reduce) {
settle(30);
}
});
listen(canvas, 'pointermove', function (e) {
const p = point(e);
inp.idle = 0;
inp.key = false;
scene.move(p[0], p[1]);
if (reduce) {
settle(30);
}
});
listen(canvas, 'pointerup', function (e) {
const p = point(e);
inp.idle = 0;
scene.up(p[0], p[1]);
if (reduce) {
settle(30);
}
});
listen(canvas, 'keydown', function (e) {
inp.idle = 0;
inp.key = true;
if (scene.key(e.key)) {
e.preventDefault();
}
if (reduce) {
settle(30);
}
});
if (!reduce) {
rafId = requestAnimationFrame(tick);
}
return function () {
cancelAnimationFrame(rafId);
for (let i = 0; i < cleaners.length; i += 1) {
cleaners[i]();
}
};
}
const GLYPH_N = 4; // 순서대로 눌러야 하는 글리프 수
const HIT_R = 26; // 누른 점이 글리프 중심에서 이만큼 안이면 맞춘 것
const JITTER = 6; // 글리프가 제자리에서 떨리는 폭 (px)
const LINE_LERP = 0.16; // 선 머리가 한 틱에 남은 거리의 이만큼씩 자란다
const TXT_NEXT = 'Next glyph {k} / {n}';
const TXT_REWIND = 'Out of order · rewinding to the start';
const TXT_DONE = 'Every glyph joined in order';
// PURE-BEGIN
// 서로 minDist 이상 떨어진 글리프 자리를 시드로 뽑는다 (영역은 가로 44~436, 세로 116~268)
function placeGlyphs(seed, n, minDist) {
const r = lcg(seed * 613 + 17);
const pts = [];
let guard = 0;
while (pts.length < n && guard < 400) {
guard += 1;
const x = 44 + r() * 392;
const y = 116 + r() * 152;
let ok = true;
for (let i = 0; i < pts.length; i += 1) {
const dx = pts[i][0] - x;
const dy = pts[i][1] - y;
if (dx * dx + dy * dy < minDist * minDist) {
ok = false;
}
}
if (ok) {
pts.push([x, y]);
}
}
return pts;
}
// 0 부터 n-1 까지를 시드로 섞은 눌러야 할 순서
function clickOrder(seed, n) {
const r = lcg(seed * 211 + 5);
const a = [];
for (let i = 0; i < n; i += 1) {
a.push(i);
}
for (let i = n - 1; i > 0; i -= 1) {
const j = Math.floor(r() * (i + 1));
const t = a[i];
a[i] = a[j];
a[j] = t;
}
return a;
}
// 선 머리를 목표 쪽으로 한 걸음 보간한다
function growStep(v, lerpK) { return Math.min(1, v + (1 - v) * lerpK + 0.012); }
const make = (inp, reduce) => {
let seed = 5;
let base = [];
let chars = '';
let order = [];
let chain = [];
let seg = [];
let att = null;
let rewind = false;
let done = false;
let t = 0;
let kcur = 0;
function setup() {
base = placeGlyphs(seed, GLYPH_N, 92);
chars = glyphStr(seed + 40, GLYPH_N);
order = clickOrder(seed, GLYPH_N);
chain = [];
seg = [];
att = null;
rewind = false;
done = false;
}
setup();
function pos(i) {
const w = t * 0.08;
return [base[i][0] + JITTER * Math.sin(w + i * 2.1) + JITTER * 0.4 * Math.sin(w * 3.7 + i), base[i][1] + JITTER * Math.cos(w * 1.2 + i * 1.3) + JITTER * 0.4 * Math.cos(w * 4.1 + i * 2)];
}
function click(i) {
if (rewind || i < 0) {
return;
}
if (done) {
// 다 이은 판을 다시 누르면 새 판으로 넘어간다
seed += 1;
setup();
return;
}
const want = order[chain.length];
if (i === want) {
chain.push(i);
if (chain.length > 1) {
seg.push(0);
}
if (chain.length === GLYPH_N) {
done = true;
}
}
else if (!chain.includes(i)) {
att = { from: chain.length ? chain[chain.length - 1] : -1, to: i, t: 1 };
rewind = true;
}
}
function hit(x, y) {
let best = -1;
let bd = HIT_R * HIT_R;
for (let i = 0; i < GLYPH_N; i += 1) {
const p = pos(i);
const d = (p[0] - x) * (p[0] - x) + (p[1] - y) * (p[1] - y);
if (d <= bd) {
bd = d;
best = i;
}
}
return best;
}
function sorted() {
const idx = [];
for (let i = 0; i < GLYPH_N; i += 1) {
idx.push(i);
}
idx.sort((a, b) => base[a][0] - base[b][0]);
return idx;
}
const scene = {
CYCLE: 134,
REDUCE_TICKS: 110,
reset() { seed += 1; setup(); },
auto(clk) {
// 둘째 글리프까지 잇다가 일부러 틀려 되감기를 보이고 다시 순서대로 잇는다
if (clk === 8) {
click(order[0]);
}
if (clk === 20) {
click(order[1]);
}
if (clk === 32) {
click(order[3]);
}
if (clk === 62) {
click(order[0]);
}
if (clk === 74) {
click(order[1]);
}
if (clk === 86) {
click(order[2]);
}
if (clk === 98) {
click(order[3]);
}
},
step() {
t += 1;
if (rewind) {
// 끝 선부터 한 줄씩 되감아 처음 글리프까지 돌아간다
if (seg.length > 0) {
const k = seg.length - 1;
seg[k] -= 0.1;
if (seg[k] <= 0) {
seg.pop();
chain.pop();
}
}
else {
chain = [];
}
if (att) {
att.t -= 1 / 24;
if (att.t <= 0) {
att = null;
}
}
if (seg.length === 0 && !att) {
chain = [];
rewind = false;
}
}
else if (seg.length > 0) {
const k = seg.length - 1;
seg[k] = growStep(seg[k], LINE_LERP);
}
},
draw(ctx) {
ctx.fillStyle = rgba(BG, 1);
ctx.fillRect(0, 0, W, H);
ctx.fillStyle = rgba(PANEL, 1);
rrect(ctx, 14, 46, W - 28, 52, 14);
ctx.fill();
// 순서 안내 줄 - 눌러야 할 순서대로 글자가 늘어선다
ctx.font = 'bold 26px "Segoe UI", "Noto Sans KR", sans-serif';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
for (let k = 0; k < GLYPH_N; k += 1) {
const cx = W / 2 + (k - (GLYPH_N - 1) / 2) * 84;
const got = k < chain.length;
ctx.fillStyle = rgba(got ? MINT : CREAM, got ? 1 : 0.9);
ctx.fillText(chars.charAt(order[k]), cx, 73);
if (k < GLYPH_N - 1) {
ctx.strokeStyle = rgba(CREAM, 0.45);
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(cx + 24, 73);
ctx.lineTo(cx + 40, 73);
ctx.stroke();
}
}
// 이어진 선
ctx.lineCap = 'round';
for (let k = 0; k < seg.length; k += 1) {
const a = pos(chain[k]);
const b = pos(chain[k + 1]);
const f = clamp(seg[k], 0, 1);
ctx.strokeStyle = rgba(MINT, 0.9);
ctx.lineWidth = 5;
ctx.beginPath();
ctx.moveTo(a[0], a[1]);
ctx.lineTo(lerp(a[0], b[0], f), lerp(a[1], b[1], f));
ctx.stroke();
}
if (att && att.from >= 0) {
const a = pos(att.from);
const b = pos(att.to);
const f = Math.sin(Math.PI * (1 - att.t));
ctx.strokeStyle = rgba(PINK, 0.95);
ctx.lineWidth = 5;
ctx.setLineDash([8, 7]);
ctx.beginPath();
ctx.moveTo(a[0], a[1]);
ctx.lineTo(lerp(a[0], b[0], f), lerp(a[1], b[1], f));
ctx.stroke();
ctx.setLineDash([]);
}
// 글리프
ctx.font = 'bold 28px "Segoe UI", "Noto Sans KR", sans-serif';
for (let i = 0; i < GLYPH_N; i += 1) {
const p = pos(i);
const got = chain.includes(i);
const bad = att && att.to === i;
ctx.fillStyle = rgba(got ? mix(PANEL, MINT, 0.3) : PANEL, 1);
ctx.beginPath();
ctx.arc(p[0], p[1], 24, 0, PI2);
ctx.fill();
ctx.lineWidth = 3;
ctx.strokeStyle = rgba(bad ? PINK : (got ? MINT : LILAC), 1);
ctx.stroke();
ctx.fillStyle = rgba(CREAM, 1);
ctx.save();
ctx.translate(p[0], p[1] + 1);
ctx.rotate(Math.sin(t * 0.06 + i * 3) * 0.22);
ctx.fillText(chars.charAt(i), 0, 0);
ctx.restore();
}
if (inp.key && inp.focus) {
const p = pos(sorted()[kcur]);
ctx.strokeStyle = 'rgba(255,255,255,0.95)';
ctx.lineWidth = 2.5;
ctx.beginPath();
ctx.arc(p[0], p[1], 32, 0, PI2);
ctx.stroke();
}
},
label() {
if (rewind) {
return TXT_REWIND;
}
if (done) {
return TXT_DONE;
}
return TXT_NEXT.replace('{k}', String(chain.length + 1)).replace('{n}', String(GLYPH_N));
},
down(x, y) { click(hit(x, y)); },
move() { return; },
up() { return; },
key(k) {
if (k === 'ArrowRight' || k === 'ArrowDown') {
kcur = (kcur + 1) % GLYPH_N;
return true;
}
if (k === 'ArrowLeft' || k === 'ArrowUp') {
kcur = (kcur + GLYPH_N - 1) % GLYPH_N;
return true;
}
if (k === 'Enter' || k === ' ') {
click(sorted()[kcur]);
return true;
}
return false;
},
};
return scene;
};
return mount(root, make);
})();// CapOrderedGlyphClickTrace - vanilla 판(04-cap-ordered-glyph-click-trace) 의 React 포트. 같은 계산을 useEffect 안에서 돌린다.
import { useEffect, useRef } from "react";
import styles from "./CapOrderedGlyphClickTrace.module.scss";
const cx = (s: string): string => s.split(" ").map((n) => styles[n] ?? n).join(" ");
export default function CapOrderedGlyphClickTrace() {
const rootRef = useRef<HTMLDivElement | null>(null);
useEffect(() => {
const root = rootRef.current;
if (!root) return;
type RGB = [number, number, number];
interface Input { idle: number; focus: boolean; key: boolean; }
interface Scene {
CYCLE: number;
REDUCE_TICKS: number;
reset(): void;
auto(clk: number): void;
step(): void;
draw(ctx: CanvasRenderingContext2D): void;
label(): string;
down(x: number, y: number): void;
move(x: number, y: number): void;
up(x: number, y: number): void;
key(k: string): boolean;
next?(): void;
}
type Make = (inp: Input, reduce: boolean) => Scene;
const W = 480;
const H = 300;
const PI2 = Math.PI * 2;
const FIXED_DT = 16;
const IDLE_TICKS = 150;
const BTN_PAUSE = '멈춤';
const BTN_PLAY = '재생';
const BTN_NEXT = '다음 장면';
// 파스텔 팔레트 - 어두운 판 위에 밝은 색을 얹어 명도 차로 읽힌다
const BG: RGB = [29, 26, 44];
const PANEL: RGB = [44, 40, 68];
const MINT: RGB = [126, 226, 192];
const SKY: RGB = [124, 196, 255];
const LILAC: RGB = [190, 164, 255];
const PINK: RGB = [255, 160, 190];
const PEACH: RGB = [255, 208, 168];
const CREAM: RGB = [255, 244, 224];
const CHARSET = 'ABCDEFGHJKLMNPQRSTUVWXYZabdefghmnqrt23456789';
function clamp(v: number, lo: number, hi: number): number { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a: number, b: number, k: number): number { return a + (b - a) * k; }
function smooth(x: number): number { const c = clamp(x, 0, 1); return c * c * (3 - 2 * c); }
function easeOutBack(x: number): number { const c = clamp(x, 0, 1) - 1; return 1 + c * c * (2.7 * c + 1.7); }
function rgba(c: RGB, a: number): string {
return 'rgba(' + Math.round(c[0]) + ',' + Math.round(c[1]) + ',' + Math.round(c[2]) + ',' + clamp(a, 0, 1).toFixed(3) + ')';
}
function mix(a: RGB, b: RGB, k: number): RGB {
return [lerp(a[0], b[0], k), lerp(a[1], b[1], k), lerp(a[2], b[2], k)];
}
// 시드 고정 난수 - 같은 시드면 언제나 같은 수열 (선형 합동 방식)
function lcg(seed: number): () => number {
let s = seed >>> 0;
return function () {
s = (Math.imul(s, 1664525) + 1013904223) >>> 0;
return s / 4294967296;
};
}
// 정수 두 개와 시드로 0 이상 1 미만의 값을 만드는 해시 (같은 입력은 늘 같은 값)
function hash2(x: number, y: number, seed: number): number {
let h = (Math.imul(x | 0, 374761393) + Math.imul(y | 0, 668265263) + Math.imul(seed | 0, 1442695041)) | 0;
h = Math.imul(h ^ (h >>> 13), 1274126177);
h ^= h >>> 16;
return (h >>> 0) / 4294967296;
}
// 시드로 뜻 없는 글자열을 만든다
function glyphStr(seed: number, n: number): string {
const r = lcg(seed * 7919 + 13);
let s = '';
for (let i = 0; i < n; i += 1) {
s += CHARSET.charAt(Math.floor(r() * CHARSET.length));
}
return s;
}
function rrect(ctx: CanvasRenderingContext2D, x: number, y: number, w: number, h: number, r: number): void {
const rr = Math.max(0, Math.min(r, w / 2, h / 2));
ctx.beginPath();
ctx.moveTo(x + rr, y);
ctx.lineTo(x + w - rr, y);
ctx.arcTo(x + w, y, x + w, y + rr, rr);
ctx.lineTo(x + w, y + h - rr);
ctx.arcTo(x + w, y + h, x + w - rr, y + h, rr);
ctx.lineTo(x + rr, y + h);
ctx.arcTo(x, y + h, x, y + h - rr, rr);
ctx.lineTo(x, y + rr);
ctx.arcTo(x, y, x + rr, y, rr);
ctx.closePath();
}
function mount(root: HTMLElement, make: Make): () => void {
const canvas = root.querySelector('[data-role="canvas"]') as HTMLCanvasElement;
const statusEl = root.querySelector('[data-role="status"]') as HTMLElement;
const btnEl = root.querySelector('[data-role="btn"]') as HTMLButtonElement;
if (!canvas || !statusEl || !btnEl) {
return function () { return; };
}
const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;
if (!ctx) {
return function () { return; };
}
const dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = Math.round(W * dpr);
canvas.height = Math.round(H * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
const reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
const inp: Input = { idle: 99999, focus: false, key: false };
const scene = make(inp, reduce);
let paused = false;
let rafId = 0;
let lastTs = -1;
let accMs = 0;
let lastLabel = '';
let lastLabelTick = -999;
let lastLive = 'polite';
let tickN = 0;
let clk = 0;
let wasAuto = true;
const cleaners: Array<() => void> = [];
function listen<K extends keyof HTMLElementEventMap>(target: HTMLElement, type: K, fn: (e: HTMLElementEventMap[K]) => void): void {
target.addEventListener(type, fn);
cleaners.push(function () { target.removeEventListener(type, fn); });
}
function show(): void {
scene.draw(ctx);
// 시연이 혼자 돌 때는 낭독을 끄고, 사람이 만지는 동안은 값이 바뀌어도 0.7초에 한 번만 갱신한다
const live = (reduce || inp.idle <= IDLE_TICKS) ? 'polite' : 'off';
if (live !== lastLive) {
lastLive = live;
statusEl.setAttribute('aria-live', live);
}
const t = scene.label();
if (t !== lastLabel && (reduce || live === 'off' || tickN - lastLabelTick >= 44)) {
lastLabel = t;
lastLabelTick = tickN;
statusEl.textContent = t;
}
}
// 고정 간격 한 틱 - 입력이 없으면 시연 스크립트가 같은 입구로 입력을 대신 넣는다
function advance(): void {
inp.idle += 1;
tickN += 1;
const a = inp.idle > IDLE_TICKS;
if (a && !wasAuto) {
scene.reset();
clk = 0;
}
wasAuto = a;
if (a) {
clk += 1;
scene.auto(clk);
if (clk >= scene.CYCLE) {
clk = 0;
scene.reset();
}
}
scene.step();
}
// 움직임 줄이기: 틱을 몰아서 돌린 뒤 한 번만 그린다 (중간 보간 장면은 화면에 나오지 않는다)
function settle(n: number): void {
for (let i = 0; i < n; i += 1) {
inp.idle = 0;
tickN += 1;
scene.step();
}
show();
}
function tick(ts: number): void {
if (lastTs < 0) {
lastTs = ts;
}
const frameDt = Math.min(ts - lastTs, 160);
lastTs = ts;
if (!paused) {
accMs += frameDt;
while (accMs >= FIXED_DT) {
advance();
accMs -= FIXED_DT;
}
show();
}
rafId = requestAnimationFrame(tick);
}
function point(e: PointerEvent): number[] {
const r = canvas.getBoundingClientRect();
return [clamp((e.clientX - r.left) * W / r.width, 0, W), clamp((e.clientY - r.top) * H / r.height, 0, H)];
}
btnEl.textContent = reduce ? BTN_NEXT : BTN_PAUSE;
if (reduce) {
root.classList.remove('is-demo');
for (let i = 0; i < scene.REDUCE_TICKS; i += 1) {
advance();
}
show();
}
listen(btnEl, 'click', function () {
if (reduce) {
if (scene.next) {
scene.next();
show();
return;
}
const n = Math.round(scene.CYCLE / 3);
inp.idle = 99999;
wasAuto = true;
for (let i = 0; i < n; i += 1) {
advance();
}
show();
return;
}
paused = !paused;
if (paused) {
root.classList.remove('is-demo');
}
else {
root.classList.add('is-demo');
}
btnEl.textContent = paused ? BTN_PLAY : BTN_PAUSE;
});
listen(canvas, 'focus', function () { inp.focus = true; if (reduce) { show(); } });
listen(canvas, 'blur', function () { inp.focus = false; inp.key = false; if (reduce) { show(); } });
listen(canvas, 'pointerdown', function (e) {
const p = point(e);
inp.idle = 0;
inp.key = false;
try { canvas.setPointerCapture(e.pointerId); } catch (err) { /* 캡처가 안 되는 환경은 그냥 넘어간다 */ }
scene.down(p[0], p[1]);
if (reduce) { settle(30); }
});
listen(canvas, 'pointermove', function (e) {
const p = point(e);
inp.idle = 0;
inp.key = false;
scene.move(p[0], p[1]);
if (reduce) { settle(30); }
});
listen(canvas, 'pointerup', function (e) {
const p = point(e);
inp.idle = 0;
scene.up(p[0], p[1]);
if (reduce) { settle(30); }
});
listen(canvas, 'keydown', function (e) {
inp.idle = 0;
inp.key = true;
if (scene.key(e.key)) {
e.preventDefault();
}
if (reduce) { settle(30); }
});
if (!reduce) {
rafId = requestAnimationFrame(tick);
}
return function () {
cancelAnimationFrame(rafId);
for (let i = 0; i < cleaners.length; i += 1) {
cleaners[i]();
}
};
}
const GLYPH_N = 4; // 순서대로 눌러야 하는 글리프 수
const HIT_R = 26; // 누른 점이 글리프 중심에서 이만큼 안이면 맞춘 것
const JITTER = 6; // 글리프가 제자리에서 떨리는 폭 (px)
const LINE_LERP = 0.16; // 선 머리가 한 틱에 남은 거리의 이만큼씩 자란다
const TXT_NEXT = '다음 글리프 {k} / {n}';
const TXT_REWIND = '순서가 어긋나 처음으로 되감는다';
const TXT_DONE = '순서대로 모두 이었다';
// PURE-BEGIN
// 서로 minDist 이상 떨어진 글리프 자리를 시드로 뽑는다 (영역은 가로 44~436, 세로 116~268)
function placeGlyphs(seed: number, n: number, minDist: number): number[][] {
const r = lcg(seed * 613 + 17);
const pts: number[][] = [];
let guard = 0;
while (pts.length < n && guard < 400) {
guard += 1;
const x = 44 + r() * 392;
const y = 116 + r() * 152;
let ok = true;
for (let i = 0; i < pts.length; i += 1) {
const dx = pts[i][0] - x;
const dy = pts[i][1] - y;
if (dx * dx + dy * dy < minDist * minDist) { ok = false; }
}
if (ok) { pts.push([x, y]); }
}
return pts;
}
// 0 부터 n-1 까지를 시드로 섞은 눌러야 할 순서
function clickOrder(seed: number, n: number): number[] {
const r = lcg(seed * 211 + 5);
const a: number[] = [];
for (let i = 0; i < n; i += 1) { a.push(i); }
for (let i = n - 1; i > 0; i -= 1) {
const j = Math.floor(r() * (i + 1));
const t = a[i];
a[i] = a[j];
a[j] = t;
}
return a;
}
// 선 머리를 목표 쪽으로 한 걸음 보간한다
function growStep(v: number, lerpK: number): number { return Math.min(1, v + (1 - v) * lerpK + 0.012); }
// PURE-END
interface Attempt { from: number; to: number; t: number; }
const make: Make = (inp, reduce) => {
let seed = 5;
let base: number[][] = [];
let chars = '';
let order: number[] = [];
let chain: number[] = [];
let seg: number[] = [];
let att: Attempt | null = null;
let rewind = false;
let done = false;
let t = 0;
let kcur = 0;
function setup(): void {
base = placeGlyphs(seed, GLYPH_N, 92);
chars = glyphStr(seed + 40, GLYPH_N);
order = clickOrder(seed, GLYPH_N);
chain = [];
seg = [];
att = null;
rewind = false;
done = false;
}
setup();
function pos(i: number): number[] {
const w = t * 0.08;
return [base[i][0] + JITTER * Math.sin(w + i * 2.1) + JITTER * 0.4 * Math.sin(w * 3.7 + i), base[i][1] + JITTER * Math.cos(w * 1.2 + i * 1.3) + JITTER * 0.4 * Math.cos(w * 4.1 + i * 2)];
}
function click(i: number): void {
if (rewind || i < 0) { return; }
if (done) {
// 다 이은 판을 다시 누르면 새 판으로 넘어간다
seed += 1;
setup();
return;
}
const want = order[chain.length];
if (i === want) {
chain.push(i);
if (chain.length > 1) { seg.push(0); }
if (chain.length === GLYPH_N) { done = true; }
}
else if (!chain.includes(i)) {
att = { from: chain.length ? chain[chain.length - 1] : -1, to: i, t: 1 };
rewind = true;
}
}
function hit(x: number, y: number): number {
let best = -1;
let bd = HIT_R * HIT_R;
for (let i = 0; i < GLYPH_N; i += 1) {
const p = pos(i);
const d = (p[0] - x) * (p[0] - x) + (p[1] - y) * (p[1] - y);
if (d <= bd) { bd = d; best = i; }
}
return best;
}
function sorted(): number[] {
const idx: number[] = [];
for (let i = 0; i < GLYPH_N; i += 1) { idx.push(i); }
idx.sort((a, b) => base[a][0] - base[b][0]);
return idx;
}
const scene: Scene = {
CYCLE: 134,
REDUCE_TICKS: 110,
reset() { seed += 1; setup(); },
auto(clk) {
// 둘째 글리프까지 잇다가 일부러 틀려 되감기를 보이고 다시 순서대로 잇는다
if (clk === 8) { click(order[0]); }
if (clk === 20) { click(order[1]); }
if (clk === 32) { click(order[3]); }
if (clk === 62) { click(order[0]); }
if (clk === 74) { click(order[1]); }
if (clk === 86) { click(order[2]); }
if (clk === 98) { click(order[3]); }
},
step() {
t += 1;
if (rewind) {
// 끝 선부터 한 줄씩 되감아 처음 글리프까지 돌아간다
if (seg.length > 0) {
const k = seg.length - 1;
seg[k] -= 0.1;
if (seg[k] <= 0) { seg.pop(); chain.pop(); }
}
else {
chain = [];
}
if (att) { att.t -= 1 / 24; if (att.t <= 0) { att = null; } }
if (seg.length === 0 && !att) { chain = []; rewind = false; }
}
else if (seg.length > 0) {
const k = seg.length - 1;
seg[k] = growStep(seg[k], LINE_LERP);
}
},
draw(ctx) {
ctx.fillStyle = rgba(BG, 1);
ctx.fillRect(0, 0, W, H);
ctx.fillStyle = rgba(PANEL, 1);
rrect(ctx, 14, 46, W - 28, 52, 14);
ctx.fill();
// 순서 안내 줄 - 눌러야 할 순서대로 글자가 늘어선다
ctx.font = 'bold 26px "Segoe UI", "Noto Sans KR", sans-serif';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
for (let k = 0; k < GLYPH_N; k += 1) {
const cx = W / 2 + (k - (GLYPH_N - 1) / 2) * 84;
const got = k < chain.length;
ctx.fillStyle = rgba(got ? MINT : CREAM, got ? 1 : 0.9);
ctx.fillText(chars.charAt(order[k]), cx, 73);
if (k < GLYPH_N - 1) {
ctx.strokeStyle = rgba(CREAM, 0.45);
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(cx + 24, 73);
ctx.lineTo(cx + 40, 73);
ctx.stroke();
}
}
// 이어진 선
ctx.lineCap = 'round';
for (let k = 0; k < seg.length; k += 1) {
const a = pos(chain[k]);
const b = pos(chain[k + 1]);
const f = clamp(seg[k], 0, 1);
ctx.strokeStyle = rgba(MINT, 0.9);
ctx.lineWidth = 5;
ctx.beginPath();
ctx.moveTo(a[0], a[1]);
ctx.lineTo(lerp(a[0], b[0], f), lerp(a[1], b[1], f));
ctx.stroke();
}
if (att && att.from >= 0) {
const a = pos(att.from);
const b = pos(att.to);
const f = Math.sin(Math.PI * (1 - att.t));
ctx.strokeStyle = rgba(PINK, 0.95);
ctx.lineWidth = 5;
ctx.setLineDash([8, 7]);
ctx.beginPath();
ctx.moveTo(a[0], a[1]);
ctx.lineTo(lerp(a[0], b[0], f), lerp(a[1], b[1], f));
ctx.stroke();
ctx.setLineDash([]);
}
// 글리프
ctx.font = 'bold 28px "Segoe UI", "Noto Sans KR", sans-serif';
for (let i = 0; i < GLYPH_N; i += 1) {
const p = pos(i);
const got = chain.includes(i);
const bad = att && att.to === i;
ctx.fillStyle = rgba(got ? mix(PANEL, MINT, 0.3) : PANEL, 1);
ctx.beginPath();
ctx.arc(p[0], p[1], 24, 0, PI2);
ctx.fill();
ctx.lineWidth = 3;
ctx.strokeStyle = rgba(bad ? PINK : (got ? MINT : LILAC), 1);
ctx.stroke();
ctx.fillStyle = rgba(CREAM, 1);
ctx.save();
ctx.translate(p[0], p[1] + 1);
ctx.rotate(Math.sin(t * 0.06 + i * 3) * 0.22);
ctx.fillText(chars.charAt(i), 0, 0);
ctx.restore();
}
if (inp.key && inp.focus) {
const p = pos(sorted()[kcur]);
ctx.strokeStyle = 'rgba(255,255,255,0.95)';
ctx.lineWidth = 2.5;
ctx.beginPath();
ctx.arc(p[0], p[1], 32, 0, PI2);
ctx.stroke();
}
},
label() {
if (rewind) { return TXT_REWIND; }
if (done) { return TXT_DONE; }
return TXT_NEXT.replace('{k}', String(chain.length + 1)).replace('{n}', String(GLYPH_N));
},
down(x, y) { click(hit(x, y)); },
move() { return; },
up() { return; },
key(k) {
if (k === 'ArrowRight' || k === 'ArrowDown') { kcur = (kcur + 1) % GLYPH_N; return true; }
if (k === 'ArrowLeft' || k === 'ArrowUp') { kcur = (kcur + GLYPH_N - 1) % GLYPH_N; return true; }
if (k === 'Enter' || k === ' ') { click(sorted()[kcur]); return true; }
return false;
},
};
return scene;
};
return mount(root, make);
}, []);
return (
<div className={cx("cp") + " is-demo"} id="cp" ref={rootRef}>
<canvas className={cx("cp__canvas")} data-role="canvas" width="480" height="300" tabIndex={0} aria-label="흩어진 글리프를 순서대로 누르면 선이 이어져 그려지는 확인"></canvas>
<p className={cx("cp__status")} data-role="status" aria-live="polite">시연 준비 중</p>
<button className={cx("cp__btn")} data-role="btn" type="button">멈춤</button>
</div>
);
}04 A Check Where Pressing Scattered Glyphs in Order Draws a Joining Line — Measured area 17.943% · moving frames 23/23Original by GODRICH · SCSS and React ship in the zip · CSS Captcha: 9 Warped Text and Rotate Checks
The post this demo lives in
CSS Captcha: 9 Warped Text and Rotate ChecksCall it a human check, but a css captcha is arithmetic on screen — scene 01 slides glyph columns along a sine wave and s See all demos in this post
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