09A Hedge-Garden Maze Seen From Above, With Fog From Center Distance and Shadows From Height and Sun Angle
Wall segments are pushed up by a height to stand as hedges, an exponential fog thickens with distance from the board's center, and shadows proportional to that height lean away from a circling sun. A lantern walks the answer path and pulls the view toward the middle of the board.
Best forService heroes and event landings
HEDGE_H_PXFOG_KSHADOW_LEN

<main class="stage">
<div class="hs is-demo" id="hs">
<canvas class="hs__canvas" data-role="canvas" width="480" height="300" tabindex="0" aria-label="A top-down hedge-garden maze where the circling sun lays shadows down and fog thickens toward the edges. Wherever you press becomes the sun"></canvas>
<p class="hs__status" data-role="status" aria-live="off">The sun circles and shadows lean</p>
<div class="hs__tools">
<button class="hs__btn" data-role="new" type="button">New garden</button>
<button class="hs__btn" data-role="sun" type="button" aria-pressed="false">Stop the sun</button>
</div>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-ink);
.hs {
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;
}
.hs__canvas {
display: block;
width: 100%;
height: 100%;
cursor: crosshair;
}
.hs__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, .85);
outline-offset: -6px;
}
.hs__status {
position: absolute;
left: $sp-3;
bottom: $sp-3;
box-sizing: border-box;
max-width: 34%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-control;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font-weight: 500;
font-size: 11px;
line-height: 1.4;
pointer-events: none;
}
// 판은 오른쪽에 있다 — 버튼은 왼쪽 위 칸에 두고, 좁으면 줄을 바꿔 판을 덮지 않는다
.hs__tools {
position: absolute;
left: $sp-3;
top: $sp-3;
box-sizing: border-box;
max-width: 34%;
display: flex;
flex-wrap: wrap;
gap: $sp-2;
}
.hs__btn {
margin: 0;
padding: $sp-1 $sp-3;
border: 0;
border-radius: $r-pill;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font: inherit;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
cursor: pointer;
transition: background-color $dur-quick ease-out;
}
.hs__btn:hover {
background: $subject-cream;
}
.hs__btn[aria-pressed="true"] {
background: $subject-mint;
}
.hs__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, .95);
outline-offset: 2px;
}
// 손가락 가로 끌기는 이 캔버스가 받고, 세로 쓸기는 브라우저에 남겨 페이지 스크롤이 막히지 않게 한다
.hs__canvas { touch-action: pan-y; }
@media (max-width: 340px) {
.hs__btn { font-size: 10px; padding: $sp-1 $sp-2; }
.hs__status { font-size: 10px; padding: $sp-1 $sp-2; }
}
@media (prefers-reduced-motion: reduce) {
.hs__btn { transition: none; }
}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);
}
.hs {
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;
}
.hs__canvas {
display: block;
width: 100%;
height: 100%;
cursor: crosshair;
}
.hs__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.85);
outline-offset: -6px;
}
.hs__status {
position: absolute;
left: 12px;
bottom: 12px;
box-sizing: border-box;
max-width: 34%;
margin: 0;
padding: 4px 12px;
border-radius: 12px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font-weight: 500;
font-size: 11px;
line-height: 1.4;
pointer-events: none;
}
.hs__tools {
position: absolute;
left: 12px;
top: 12px;
box-sizing: border-box;
max-width: 34%;
display: flex;
flex-wrap: wrap;
gap: 8px;
}
.hs__btn {
margin: 0;
padding: 4px 12px;
border: 0;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font: inherit;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
cursor: pointer;
transition: background-color 220ms ease-out;
}
.hs__btn:hover {
background: #fff7e6;
}
.hs__btn[aria-pressed=true] {
background: #4cd4a6;
}
.hs__btn:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.95);
outline-offset: 2px;
}
.hs__canvas {
touch-action: pan-y;
}
@media (max-width: 340px) {
.hs__btn {
font-size: 10px;
padding: 4px 8px;
}
.hs__status {
font-size: 10px;
padding: 4px 8px;
}
}
@media (prefers-reduced-motion: reduce) {
.hs__btn {
transition: none;
}
}(function () {
const root = document.getElementById("hs");
if (!root) return;
const W = 480;
const H = 300;
const FIXED_DT = 16;
// 파스텔 팔레트 — 어두운 무대 위에 밝은 바닥을 얹어 명도 차로 길이 읽힌다
const BG = [29, 26, 44];
const ROCK = [44, 39, 64];
const PAPER = [255, 248, 234];
const INK = [58, 48, 76];
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];
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 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)]; }
const canvasEl = root.querySelector('[data-role="canvas"]');
const statusEl = root.querySelector('[data-role="status"]');
const ctxRaw = canvasEl ? canvasEl.getContext('2d') : null;
if (!canvasEl || !ctxRaw || !statusEl) {
return;
}
const cv = canvasEl;
const ctx = ctxRaw;
const status = statusEl;
const reduceQuery = window.matchMedia('(prefers-reduced-motion: reduce)');
const still = reduceQuery.matches;
// 자동 시연 중인가 — 사람이 처음 만지는 순간 시연을 멈추고 상태 줄을 읽어 주기 시작한다
let demo = root.classList.contains('is-demo');
function wake() {
if (!demo) {
return;
}
demo = false;
root.classList.remove('is-demo');
status.setAttribute('aria-live', 'polite');
}
function say(text) {
if (status.textContent !== text) {
status.textContent = text;
}
}
function fitCanvas() {
// 배율은 2 에서 자른다 — 배율 3 기기에서 화소가 2.25배로 늘어 프레임마다 일이 그만큼 커지지 않게
const dpr = Math.min(window.devicePixelRatio || 1, 2);
cv.width = Math.round(W * dpr);
cv.height = Math.round(H * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
}
function onResize() {
fitCanvas();
draw();
}
fitCanvas();
window.addEventListener('resize', onResize);
// 화면 좌표(CSS px) → 장면 좌표(480x300). 리사이즈 뒤에도 늘 현재 크기로 다시 잰다
function toScene(ev) {
const r = cv.getBoundingClientRect();
return [((ev.clientX - r.left) / r.width) * W, ((ev.clientY - r.top) / r.height) * H];
}
// 시드 고정 난수 — 같은 시드면 같은 미로가 다시 나온다 (32비트 정수 섞기)
function makeRng(seed) {
let s = seed >>> 0;
return function () {
s = (s + 0x6d2b79f5) >>> 0;
let t = s;
t = Math.imul(t ^ (t >>> 15), t | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
// 격자 — 31×31 칸, 칸마다 벽 네 장을 비트 하나씩으로 든다
const GRID_N = 31;
const CELL_N = GRID_N * GRID_N;
const CS = 9;
const BOARD = GRID_N * CS;
let BX = W - 12 - BOARD;
const BY = (H - BOARD) / 2;
const ENTRY = 0;
const EXIT = CELL_N - 1;
// 방향 0 북 · 1 동 · 2 남 · 3 서 — 시계 방향 순서라 +1 이 오른쪽으로 돌기, +3 이 왼쪽으로 돌기
const DX = [0, 1, 0, -1];
const DY = [-1, 0, 1, 0];
const BIT = [1, 2, 4, 8];
const ALL_WALLS = 15;
function neighbor(i, d) {
const x = (i % GRID_N) + DX[d];
const y = Math.floor(i / GRID_N) + DY[d];
return x < 0 || y < 0 || x >= GRID_N || y >= GRID_N ? -1 : y * GRID_N + x;
}
function isOpen(walls, i, d) {
return (walls[i] & BIT[d]) === 0 && neighbor(i, d) >= 0;
}
// 벽 한 장 걷기 — 양쪽 칸의 비트를 함께 지운다 (한쪽만 지우면 길이 일방통행이 된다)
function knock(walls, i, d) {
const n = neighbor(i, d);
walls[i] &= ~BIT[d];
walls[n] &= ~BIT[(d + 2) % 4];
return n;
}
function openCount(walls, i) {
let c = 0;
for (let d = 0; d < 4; d += 1) {
if (isOpen(walls, i, d)) {
c += 1;
}
}
return c;
}
function cellX(i) { return BX + (i % GRID_N) * CS; }
function cellY(i) { return BY + Math.floor(i / GRID_N) * CS; }
function cellAt(sx, sy) {
const x = Math.floor((sx - BX) / CS);
const y = Math.floor((sy - BY) / CS);
return x < 0 || y < 0 || x >= GRID_N || y >= GRID_N ? -1 : y * GRID_N + x;
}
function fillCell(i, c, a) {
ctx.fillStyle = rgba(c, a);
ctx.fillRect(cellX(i), cellY(i), CS, CS);
}
// 벽 비트를 선분으로 — 칸마다 동·남 벽만 긋고 맨 윗줄·맨 왼줄만 북·서 벽을 더 긋는다 (같은 벽을 두 번 긋지 않는다)
function strokeWalls(walls, color, lw) {
ctx.beginPath();
for (let i = 0; i < CELL_N; i += 1) {
const x = cellX(i);
const y = cellY(i);
const w = walls[i];
if ((w & 2) !== 0) {
ctx.moveTo(x + CS, y);
ctx.lineTo(x + CS, y + CS);
}
if ((w & 4) !== 0) {
ctx.moveTo(x, y + CS);
ctx.lineTo(x + CS, y + CS);
}
if (i < GRID_N && (w & 1) !== 0) {
ctx.moveTo(x, y);
ctx.lineTo(x + CS, y);
}
if (i % GRID_N === 0 && (w & 8) !== 0) {
ctx.moveTo(x, y);
ctx.lineTo(x, y + CS);
}
}
ctx.strokeStyle = color;
ctx.lineWidth = lw;
ctx.lineCap = 'square';
ctx.stroke();
}
// 입구(왼쪽 위)·출구(오른쪽 아래) 표시 — 바깥 벽 밖에 작은 삼각형
function drawGates() {
ctx.fillStyle = rgba(MINT, 0.95);
ctx.beginPath();
ctx.moveTo(BX - 9, BY + 1);
ctx.lineTo(BX - 2, BY + CS / 2);
ctx.lineTo(BX - 9, BY + CS - 1);
ctx.closePath();
ctx.fill();
ctx.fillStyle = rgba(PINK, 0.95);
ctx.beginPath();
ctx.moveTo(BX + BOARD + 2, BY + BOARD - CS + 1);
ctx.lineTo(BX + BOARD + 9, BY + BOARD - CS / 2);
ctx.lineTo(BX + BOARD + 2, BY + BOARD - 1);
ctx.closePath();
ctx.fill();
}
// 왼쪽 칸의 수치 — 이름표 한 줄 + 값 한 줄
function panelRow(row, label, value) {
const y = 104 + row * 34;
ctx.textAlign = 'left';
ctx.textBaseline = 'alphabetic';
ctx.fillStyle = rgba(PAPER, 0.62);
ctx.font = '500 11px sans-serif';
ctx.fillText(label, 16, y);
ctx.fillStyle = rgba(PAPER, 0.96);
ctx.font = '700 15px sans-serif';
ctx.fillText(value, 16, y + 18);
}
function clearStage() {
ctx.fillStyle = rgba(BG, 1);
ctx.fillRect(0, 0, W, H);
}
// 깊이 우선 파기 한 번에 끝까지 — 스택 머리에서 안 판 이웃을 골라 벽을 걷고, 없으면 하나 뺀다
function carveDfsAll(seed, start) {
const walls = new Uint8Array(CELL_N).fill(ALL_WALLS);
const seen = new Uint8Array(CELL_N);
const stk = new Int32Array(CELL_N);
const rnd = makeRng(seed);
let sp = 0;
stk[sp] = start;
sp = 1;
seen[start] = 1;
const opts = [];
while (sp > 0) {
const cur = stk[sp - 1];
opts.length = 0;
for (let d = 0; d < 4; d += 1) {
const n = neighbor(cur, d);
if (n >= 0 && seen[n] === 0) {
opts.push(d);
}
}
if (opts.length === 0) {
sp -= 1;
continue;
}
const n = knock(walls, cur, opts[Math.floor(rnd() * opts.length)]);
seen[n] = 1;
stk[sp] = n;
sp += 1;
}
return walls;
}
// 너비 우선 거리 — 큐에서 꺼낸 칸의 열린 이웃에 거리+1 을 적는다. 닿지 않은 칸은 -1
function bfsDist(walls, src) {
const dist = new Int32Array(CELL_N).fill(-1);
const q = new Int32Array(CELL_N);
let head = 0;
let tail = 0;
dist[src] = 0;
q[tail] = src;
tail += 1;
while (head < tail) {
const c = q[head];
head += 1;
for (let d = 0; d < 4; d += 1) {
if (!isOpen(walls, c, d)) {
continue;
}
const n = neighbor(c, d);
if (dist[n] >= 0) {
continue;
}
dist[n] = dist[c] + 1;
q[tail] = n;
tail += 1;
}
}
return dist;
}
// 울타리 높이(px) — 벽 선분을 이만큼 위로 밀어 올려 윗면을 그리고, 그 사이를 옆면으로 채운다
const HEDGE_H_PX = 4;
// 판 중심에서 r px 떨어진 곳의 안개 짙기 = 1 − e^(−FOG_K·r)
const FOG_K = 0.0042;
// 그림자 길이 = SHADOW_LEN × 울타리 높이 — 해 반대쪽으로 눕는다 (해 질 녘 안개는 무대색에 라일락을 섞은 어스름)
const SHADOW_LEN = 1.6;
// 해가 도는 빠르기(rad/ms)
const SUN_SPEED = 0.0011;
// 등불이 정답 길을 한 칸 가는 데 쓰는 시간
const LANTERN_MS = 70;
const SEED = 464;
const TXT_SUN = 'The sun circles and shadows lean';
const TXT_STOP = 'Stop the sun';
const newBtn = root.querySelector('[data-role="new"]');
const sunBtn = root.querySelector('[data-role="sun"]');
BX = (W - BOARD) / 2;
const MIDX = BX + BOARD / 2;
const MIDY = BY + BOARD / 2;
const GRASS_D = mix([92, 150, 118], BG, 0.35);
const GRASS_L = [150, 204, 166];
const GRAVEL = mix(mix(PAPER, PEACH, 0.55), BG, 0.12);
const HEDGE_SIDE = [52, 104, 80];
const HEDGE_TOP = [118, 196, 140];
const FOG = mix(BG, LILAC, 0.22);
let pass = 0;
let walls = carveDfsAll(SEED, ENTRY);
let segs = [];
let route = [];
let sun = -2.3;
let sunOn = true;
let lanternT = 0;
// 정수 좌표 해시 → 0~1 (시드가 같으면 같은 결)
function hash2(x, y, s) {
let h = (Math.imul(x | 0, 374761393) + Math.imul(y | 0, 668265263) + Math.imul(s, 2246822519)) | 0;
h = Math.imul(h ^ (h >>> 13), 1274126177);
h ^= h >>> 16;
return (h >>> 0) / 4294967296;
}
// 바닥 한 장을 미리 굽는다 — 잔디는 2px 칸마다 해시 결, 판 안은 자갈 결
const groundEl = document.createElement('canvas');
groundEl.width = W;
groundEl.height = H;
const gctx = groundEl.getContext('2d');
function bakeGround() {
if (!gctx) {
return;
}
const img = gctx.createImageData(W, H);
for (let y = 0; y < H; y += 1) {
for (let x = 0; x < W; x += 1) {
const inBoard = x >= BX && x < BX + BOARD && y >= BY && y < BY + BOARD;
const n = hash2(x >> 1, y >> 1, SEED);
const c = inBoard ? mix(GRAVEL, PAPER, n * 0.5) : mix(GRASS_D, GRASS_L, n * 0.55);
const o = (y * W + x) * 4;
img.data[o] = c[0];
img.data[o + 1] = c[1];
img.data[o + 2] = c[2];
img.data[o + 3] = 255;
}
}
gctx.putImageData(img, 0, 0);
}
// 벽 비트 → 선분 목록 [x1, y1, x2, y2, …] (strokeWalls 와 같은 규칙으로 겹치지 않게)
function buildSegs() {
segs = [];
for (let i = 0; i < CELL_N; i += 1) {
const x = cellX(i);
const y = cellY(i);
const w = walls[i];
if ((w & 2) !== 0) {
segs.push(x + CS, y, x + CS, y + CS);
}
if ((w & 4) !== 0) {
segs.push(x, y + CS, x + CS, y + CS);
}
if (i < GRID_N && (w & 1) !== 0) {
segs.push(x, y, x + CS, y);
}
if (i % GRID_N === 0 && (w & 8) !== 0) {
segs.push(x, y, x, y + CS);
}
}
const dist = bfsDist(walls, ENTRY);
route = [EXIT];
let c = EXIT;
while (c !== ENTRY) {
for (let d = 0; d < 4; d += 1) {
if (isOpen(walls, c, d) && dist[neighbor(c, d)] === dist[c] - 1) {
c = neighbor(c, d);
break;
}
}
route.push(c);
}
route.reverse();
lanternT = 0;
}
function report() { say(sunOn && !still ? TXT_SUN : TXT_STOP); }
function step() {
if (sunOn) {
sun += SUN_SPEED * FIXED_DT;
}
lanternT += FIXED_DT;
if (lanternT >= route.length * LANTERN_MS + 800) {
lanternT = 0;
}
}
function settle() { report(); }
function demoTick(t) {
if (t < 0) {
report();
}
}
function lanternXY() {
const f = Math.min(lanternT / LANTERN_MS, route.length - 1);
const i = Math.floor(f);
const j = Math.min(i + 1, route.length - 1);
const k = smooth(f - i);
const ax = cellX(route[i]) + CS / 2;
const ay = cellY(route[i]) + CS / 2;
return [lerp(ax, cellX(route[j]) + CS / 2, k), lerp(ay, cellY(route[j]) + CS / 2, k)];
}
function draw() {
ctx.drawImage(groundEl, 0, 0, W, H);
const len = SHADOW_LEN * HEDGE_H_PX;
const sx = Math.cos(sun) * len;
const sy = Math.sin(sun) * len;
// 그림자 — 선분 하나를 해 반대쪽으로 민 평행사변형
ctx.fillStyle = rgba(BG, 0.24);
ctx.beginPath();
for (let s = 0; s < segs.length; s += 4) {
const x1 = segs[s];
const y1 = segs[s + 1];
const x2 = segs[s + 2];
const y2 = segs[s + 3];
const nx = y1 === y2 ? 0 : 1.6;
const ny = y1 === y2 ? 1.6 : 0;
ctx.moveTo(x1 - nx, y1 - ny);
ctx.lineTo(x2 + nx, y2 + ny);
ctx.lineTo(x2 + nx + sx, y2 + ny + sy);
ctx.lineTo(x1 - nx + sx, y1 - ny + sy);
ctx.closePath();
}
ctx.fill();
// 옆면 — 해를 마주 보는 면일수록 밝다 (가로 울타리는 남쪽 면, 세로 울타리는 동쪽 면을 본다)
const litH = 0.55 + 0.45 * Math.max(0, -Math.sin(sun));
const litV = 0.55 + 0.45 * Math.max(0, -Math.cos(sun));
ctx.lineCap = 'square';
ctx.lineWidth = 2.6;
for (let pass2 = 0; pass2 < 2; pass2 += 1) {
const horiz = pass2 === 0;
ctx.strokeStyle = rgba(mix(BG, HEDGE_SIDE, horiz ? litH : litV), 1);
ctx.beginPath();
for (let s = 0; s < segs.length; s += 4) {
if ((segs[s + 1] === segs[s + 3]) !== horiz) {
continue;
}
ctx.moveTo(segs[s], segs[s + 1]);
ctx.lineTo(segs[s + 2], segs[s + 3]);
ctx.moveTo(segs[s], segs[s + 1] - HEDGE_H_PX / 2);
ctx.lineTo(segs[s + 2], segs[s + 3] - HEDGE_H_PX / 2);
}
ctx.stroke();
}
ctx.strokeStyle = rgba(HEDGE_TOP, 1);
ctx.beginPath();
for (let s = 0; s < segs.length; s += 4) {
ctx.moveTo(segs[s], segs[s + 1] - HEDGE_H_PX);
ctx.lineTo(segs[s + 2], segs[s + 3] - HEDGE_H_PX);
}
ctx.stroke();
// 잎 결 — 선분마다 해시로 고른 자리에 밝은 점
ctx.fillStyle = rgba(mix(HEDGE_TOP, PAPER, 0.45), 1);
for (let s = 0; s < segs.length; s += 4) {
const t = hash2(segs[s], segs[s + 1], SEED + 7);
ctx.fillRect(lerp(segs[s], segs[s + 2], t) - 0.6, lerp(segs[s + 1], segs[s + 3], t) - HEDGE_H_PX - 0.6, 1.3, 1.3);
}
// 등불 — 정답 길을 따라가며 주위를 밝힌다
const lp = lanternXY();
const lg = ctx.createRadialGradient(lp[0], lp[1], 0, lp[0], lp[1], 26);
lg.addColorStop(0, rgba(PEACH, 0.85));
lg.addColorStop(0.35, rgba(PEACH, 0.35));
lg.addColorStop(1, rgba(PEACH, 0));
ctx.fillStyle = lg;
ctx.fillRect(lp[0] - 26, lp[1] - 26, 52, 52);
ctx.fillStyle = rgba(PAPER, 1);
ctx.beginPath();
ctx.arc(lp[0], lp[1], 2.2, 0, Math.PI * 2);
ctx.fill();
// 안개 — 중심 거리 r 의 짙기 1 − e^(−FOG_K·r) 를 눈금 9개로 찍은 방사형 그라디언트
const rMax = Math.hypot(W / 2, H / 2);
const fg = ctx.createRadialGradient(MIDX, MIDY, 0, MIDX, MIDY, rMax);
for (let s = 0; s <= 8; s += 1) {
const r = (s / 8) * rMax;
fg.addColorStop(s / 8, rgba(FOG, 1 - Math.exp(-FOG_K * r)));
}
ctx.fillStyle = fg;
ctx.fillRect(0, 0, W, H);
// 해 위치 표시 — 그림자 반대쪽 테두리에 작은 해
const ux = MIDX - Math.cos(sun) * (BOARD / 2 + 70);
const uy = MIDY - Math.sin(sun) * (BOARD / 2 + 4);
ctx.fillStyle = rgba(PAPER, 0.95);
ctx.beginPath();
ctx.arc(clamp(ux, 8, W - 8), clamp(uy, 8, H - 8), 5, 0, Math.PI * 2);
ctx.fill();
}
function after() {
report();
draw();
}
function setSunOn(v) {
sunOn = v;
if (sunBtn) {
sunBtn.setAttribute('aria-pressed', v ? 'false' : 'true');
}
after();
}
function newGarden() {
pass += 1;
walls = carveDfsAll(SEED + pass, ENTRY);
buildSegs();
after();
}
// 누른 자리가 해 — 그림자는 판 중심에서 누른 자리의 반대쪽으로 눕는다
let dragId = -1;
function aimSun(ev) {
const p = toScene(ev);
sun = Math.atan2(MIDY - p[1], MIDX - p[0]);
draw();
}
cv.addEventListener('pointerdown', function (ev) {
wake();
dragId = ev.pointerId;
cv.setPointerCapture(ev.pointerId);
if (sunOn) {
setSunOn(false);
}
aimSun(ev);
});
cv.addEventListener('pointermove', function (ev) { if (ev.pointerId === dragId) {
aimSun(ev);
} });
function endDrag(ev) { if (ev.pointerId === dragId) {
dragId = -1;
} }
cv.addEventListener('pointerup', endDrag);
cv.addEventListener('pointercancel', endDrag);
cv.addEventListener('keydown', function (ev) {
if (ev.key === 'ArrowLeft' || ev.key === 'ArrowRight') {
ev.preventDefault();
wake();
sun += (ev.key === 'ArrowRight' ? 1 : -1) * (Math.PI / 12);
after();
}
else if (ev.key === ' ' || ev.key === 'Spacebar') {
ev.preventDefault();
wake();
setSunOn(!sunOn);
}
else if (ev.key === 'Home' || ev.key === 'Enter') {
ev.preventDefault();
wake();
newGarden();
}
});
if (newBtn) {
newBtn.addEventListener('click', function () { wake(); newGarden(); });
}
if (sunBtn) {
sunBtn.addEventListener('click', function () { wake(); setSunOn(!sunOn); });
}
bakeGround();
buildSegs();
if (still) {
sunOn = false;
if (sunBtn) {
sunBtn.setAttribute('aria-pressed', 'true');
}
}
report();
let rafId = 0;
let lastTs = -1;
let acc = 0;
let clock = 0;
function frame(ts) {
if (lastTs < 0) {
lastTs = ts;
}
// 탭이 숨었다 돌아와도 한 번에 100ms 까지만 따라잡는다 — 순간이동 대신 이어서 움직인다
acc += Math.min(ts - lastTs, 100);
lastTs = ts;
let n = 0;
while (acc >= FIXED_DT && n < 6) {
clock += FIXED_DT;
if (demo) {
demoTick(clock);
}
step();
acc -= FIXED_DT;
n += 1;
}
draw();
rafId = window.requestAnimationFrame(frame);
}
if (still) {
settle();
draw();
}
else {
rafId = window.requestAnimationFrame(frame);
}
return function () {
window.cancelAnimationFrame(rafId);
window.removeEventListener('resize', onResize);
};
})();// MzHeroHedgeGardenScene - vanilla 판(09-mz-hero-hedge-garden-scene) 의 React 포트. 같은 계산을 useEffect 안에서 돌린다.
import { useEffect, useRef } from "react";
import styles from "./MzHeroHedgeGardenScene.module.scss";
const cx = (s: string): string => s.split(" ").map((n) => styles[n] ?? n).join(" ");
export default function MzHeroHedgeGardenScene() {
const rootRef = useRef<HTMLDivElement | null>(null);
useEffect(() => {
const rootEl = rootRef.current;
if (!rootEl) return;
const root: HTMLElement = rootEl;
type RGB = [number, number, number];
const W = 480;
const H = 300;
const FIXED_DT = 16;
// 파스텔 팔레트 — 어두운 무대 위에 밝은 바닥을 얹어 명도 차로 길이 읽힌다
const BG: RGB = [29, 26, 44];
const ROCK: RGB = [44, 39, 64];
const PAPER: RGB = [255, 248, 234];
const INK: RGB = [58, 48, 76];
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];
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 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)]; }
const canvasEl = root.querySelector('[data-role="canvas"]') as HTMLCanvasElement | null;
const statusEl = root.querySelector('[data-role="status"]') as HTMLElement | null;
const ctxRaw = canvasEl ? canvasEl.getContext('2d') : null;
if (!canvasEl || !ctxRaw || !statusEl) { return; }
const cv: HTMLCanvasElement = canvasEl;
const ctx: CanvasRenderingContext2D = ctxRaw;
const status: HTMLElement = statusEl;
const reduceQuery = window.matchMedia('(prefers-reduced-motion: reduce)');
const still = reduceQuery.matches;
// 자동 시연 중인가 — 사람이 처음 만지는 순간 시연을 멈추고 상태 줄을 읽어 주기 시작한다
let demo = root.classList.contains('is-demo');
function wake(): void {
if (!demo) { return; }
demo = false;
root.classList.remove('is-demo');
status.setAttribute('aria-live', 'polite');
}
function say(text: string): void {
if (status.textContent !== text) { status.textContent = text; }
}
function fitCanvas(): void {
// 배율은 2 에서 자른다 — 배율 3 기기에서 화소가 2.25배로 늘어 프레임마다 일이 그만큼 커지지 않게
const dpr = Math.min(window.devicePixelRatio || 1, 2);
cv.width = Math.round(W * dpr);
cv.height = Math.round(H * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
}
function onResize(): void {
fitCanvas();
draw();
}
fitCanvas();
window.addEventListener('resize', onResize);
// 화면 좌표(CSS px) → 장면 좌표(480x300). 리사이즈 뒤에도 늘 현재 크기로 다시 잰다
function toScene(ev: PointerEvent): [number, number] {
const r = cv.getBoundingClientRect();
return [((ev.clientX - r.left) / r.width) * W, ((ev.clientY - r.top) / r.height) * H];
}
// 시드 고정 난수 — 같은 시드면 같은 미로가 다시 나온다 (32비트 정수 섞기)
function makeRng(seed: number): () => number {
let s = seed >>> 0;
return function (): number {
s = (s + 0x6d2b79f5) >>> 0;
let t = s;
t = Math.imul(t ^ (t >>> 15), t | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
// 격자 — 31×31 칸, 칸마다 벽 네 장을 비트 하나씩으로 든다
const GRID_N = 31;
const CELL_N = GRID_N * GRID_N;
const CS = 9;
const BOARD = GRID_N * CS;
let BX = W - 12 - BOARD;
const BY = (H - BOARD) / 2;
const ENTRY = 0;
const EXIT = CELL_N - 1;
// 방향 0 북 · 1 동 · 2 남 · 3 서 — 시계 방향 순서라 +1 이 오른쪽으로 돌기, +3 이 왼쪽으로 돌기
const DX = [0, 1, 0, -1];
const DY = [-1, 0, 1, 0];
const BIT = [1, 2, 4, 8];
const ALL_WALLS = 15;
function neighbor(i: number, d: number): number {
const x = (i % GRID_N) + DX[d];
const y = Math.floor(i / GRID_N) + DY[d];
return x < 0 || y < 0 || x >= GRID_N || y >= GRID_N ? -1 : y * GRID_N + x;
}
function isOpen(walls: Uint8Array, i: number, d: number): boolean {
return (walls[i] & BIT[d]) === 0 && neighbor(i, d) >= 0;
}
// 벽 한 장 걷기 — 양쪽 칸의 비트를 함께 지운다 (한쪽만 지우면 길이 일방통행이 된다)
function knock(walls: Uint8Array, i: number, d: number): number {
const n = neighbor(i, d);
walls[i] &= ~BIT[d];
walls[n] &= ~BIT[(d + 2) % 4];
return n;
}
function openCount(walls: Uint8Array, i: number): number {
let c = 0;
for (let d = 0; d < 4; d += 1) { if (isOpen(walls, i, d)) { c += 1; } }
return c;
}
function cellX(i: number): number { return BX + (i % GRID_N) * CS; }
function cellY(i: number): number { return BY + Math.floor(i / GRID_N) * CS; }
function cellAt(sx: number, sy: number): number {
const x = Math.floor((sx - BX) / CS);
const y = Math.floor((sy - BY) / CS);
return x < 0 || y < 0 || x >= GRID_N || y >= GRID_N ? -1 : y * GRID_N + x;
}
function fillCell(i: number, c: RGB, a: number): void {
ctx.fillStyle = rgba(c, a);
ctx.fillRect(cellX(i), cellY(i), CS, CS);
}
// 벽 비트를 선분으로 — 칸마다 동·남 벽만 긋고 맨 윗줄·맨 왼줄만 북·서 벽을 더 긋는다 (같은 벽을 두 번 긋지 않는다)
function strokeWalls(walls: Uint8Array, color: string, lw: number): void {
ctx.beginPath();
for (let i = 0; i < CELL_N; i += 1) {
const x = cellX(i);
const y = cellY(i);
const w = walls[i];
if ((w & 2) !== 0) { ctx.moveTo(x + CS, y); ctx.lineTo(x + CS, y + CS); }
if ((w & 4) !== 0) { ctx.moveTo(x, y + CS); ctx.lineTo(x + CS, y + CS); }
if (i < GRID_N && (w & 1) !== 0) { ctx.moveTo(x, y); ctx.lineTo(x + CS, y); }
if (i % GRID_N === 0 && (w & 8) !== 0) { ctx.moveTo(x, y); ctx.lineTo(x, y + CS); }
}
ctx.strokeStyle = color;
ctx.lineWidth = lw;
ctx.lineCap = 'square';
ctx.stroke();
}
// 입구(왼쪽 위)·출구(오른쪽 아래) 표시 — 바깥 벽 밖에 작은 삼각형
function drawGates(): void {
ctx.fillStyle = rgba(MINT, 0.95);
ctx.beginPath();
ctx.moveTo(BX - 9, BY + 1);
ctx.lineTo(BX - 2, BY + CS / 2);
ctx.lineTo(BX - 9, BY + CS - 1);
ctx.closePath();
ctx.fill();
ctx.fillStyle = rgba(PINK, 0.95);
ctx.beginPath();
ctx.moveTo(BX + BOARD + 2, BY + BOARD - CS + 1);
ctx.lineTo(BX + BOARD + 9, BY + BOARD - CS / 2);
ctx.lineTo(BX + BOARD + 2, BY + BOARD - 1);
ctx.closePath();
ctx.fill();
}
// 왼쪽 칸의 수치 — 이름표 한 줄 + 값 한 줄
function panelRow(row: number, label: string, value: string): void {
const y = 104 + row * 34;
ctx.textAlign = 'left';
ctx.textBaseline = 'alphabetic';
ctx.fillStyle = rgba(PAPER, 0.62);
ctx.font = '500 11px sans-serif';
ctx.fillText(label, 16, y);
ctx.fillStyle = rgba(PAPER, 0.96);
ctx.font = '700 15px sans-serif';
ctx.fillText(value, 16, y + 18);
}
function clearStage(): void {
ctx.fillStyle = rgba(BG, 1);
ctx.fillRect(0, 0, W, H);
}
// 깊이 우선 파기 한 번에 끝까지 — 스택 머리에서 안 판 이웃을 골라 벽을 걷고, 없으면 하나 뺀다
function carveDfsAll(seed: number, start: number): Uint8Array {
const walls = new Uint8Array(CELL_N).fill(ALL_WALLS);
const seen = new Uint8Array(CELL_N);
const stk = new Int32Array(CELL_N);
const rnd = makeRng(seed);
let sp = 0;
stk[sp] = start;
sp = 1;
seen[start] = 1;
const opts: number[] = [];
while (sp > 0) {
const cur = stk[sp - 1];
opts.length = 0;
for (let d = 0; d < 4; d += 1) {
const n = neighbor(cur, d);
if (n >= 0 && seen[n] === 0) { opts.push(d); }
}
if (opts.length === 0) { sp -= 1; continue; }
const n = knock(walls, cur, opts[Math.floor(rnd() * opts.length)]);
seen[n] = 1;
stk[sp] = n;
sp += 1;
}
return walls;
}
// 너비 우선 거리 — 큐에서 꺼낸 칸의 열린 이웃에 거리+1 을 적는다. 닿지 않은 칸은 -1
function bfsDist(walls: Uint8Array, src: number): Int32Array {
const dist = new Int32Array(CELL_N).fill(-1);
const q = new Int32Array(CELL_N);
let head = 0;
let tail = 0;
dist[src] = 0;
q[tail] = src;
tail += 1;
while (head < tail) {
const c = q[head];
head += 1;
for (let d = 0; d < 4; d += 1) {
if (!isOpen(walls, c, d)) { continue; }
const n = neighbor(c, d);
if (dist[n] >= 0) { continue; }
dist[n] = dist[c] + 1;
q[tail] = n;
tail += 1;
}
}
return dist;
}
// 울타리 높이(px) — 벽 선분을 이만큼 위로 밀어 올려 윗면을 그리고, 그 사이를 옆면으로 채운다
const HEDGE_H_PX = 4;
// 판 중심에서 r px 떨어진 곳의 안개 짙기 = 1 − e^(−FOG_K·r)
const FOG_K = 0.0042;
// 그림자 길이 = SHADOW_LEN × 울타리 높이 — 해 반대쪽으로 눕는다 (해 질 녘 안개는 무대색에 라일락을 섞은 어스름)
const SHADOW_LEN = 1.6;
// 해가 도는 빠르기(rad/ms)
const SUN_SPEED = 0.0011;
// 등불이 정답 길을 한 칸 가는 데 쓰는 시간
const LANTERN_MS = 70;
const SEED = 464;
const TXT_SUN = '해가 돌며 그림자가 눕는 중';
const TXT_STOP = '해 멈춤';
const newBtn = root.querySelector('[data-role="new"]') as HTMLButtonElement | null;
const sunBtn = root.querySelector('[data-role="sun"]') as HTMLButtonElement | null;
BX = (W - BOARD) / 2;
const MIDX = BX + BOARD / 2;
const MIDY = BY + BOARD / 2;
const GRASS_D: RGB = mix([92, 150, 118], BG, 0.35);
const GRASS_L: RGB = [150, 204, 166];
const GRAVEL: RGB = mix(mix(PAPER, PEACH, 0.55), BG, 0.12);
const HEDGE_SIDE: RGB = [52, 104, 80];
const HEDGE_TOP: RGB = [118, 196, 140];
const FOG: RGB = mix(BG, LILAC, 0.22);
let pass = 0;
let walls = carveDfsAll(SEED, ENTRY);
let segs: number[] = [];
let route: number[] = [];
let sun = -2.3;
let sunOn = true;
let lanternT = 0;
// 정수 좌표 해시 → 0~1 (시드가 같으면 같은 결)
function hash2(x: number, y: number, s: number): number {
let h = (Math.imul(x | 0, 374761393) + Math.imul(y | 0, 668265263) + Math.imul(s, 2246822519)) | 0;
h = Math.imul(h ^ (h >>> 13), 1274126177);
h ^= h >>> 16;
return (h >>> 0) / 4294967296;
}
// 바닥 한 장을 미리 굽는다 — 잔디는 2px 칸마다 해시 결, 판 안은 자갈 결
const groundEl = document.createElement('canvas');
groundEl.width = W;
groundEl.height = H;
const gctx = groundEl.getContext('2d');
function bakeGround(): void {
if (!gctx) { return; }
const img = gctx.createImageData(W, H);
for (let y = 0; y < H; y += 1) {
for (let x = 0; x < W; x += 1) {
const inBoard = x >= BX && x < BX + BOARD && y >= BY && y < BY + BOARD;
const n = hash2(x >> 1, y >> 1, SEED);
const c = inBoard ? mix(GRAVEL, PAPER, n * 0.5) : mix(GRASS_D, GRASS_L, n * 0.55);
const o = (y * W + x) * 4;
img.data[o] = c[0];
img.data[o + 1] = c[1];
img.data[o + 2] = c[2];
img.data[o + 3] = 255;
}
}
gctx.putImageData(img, 0, 0);
}
// 벽 비트 → 선분 목록 [x1, y1, x2, y2, …] (strokeWalls 와 같은 규칙으로 겹치지 않게)
function buildSegs(): void {
segs = [];
for (let i = 0; i < CELL_N; i += 1) {
const x = cellX(i);
const y = cellY(i);
const w = walls[i];
if ((w & 2) !== 0) { segs.push(x + CS, y, x + CS, y + CS); }
if ((w & 4) !== 0) { segs.push(x, y + CS, x + CS, y + CS); }
if (i < GRID_N && (w & 1) !== 0) { segs.push(x, y, x + CS, y); }
if (i % GRID_N === 0 && (w & 8) !== 0) { segs.push(x, y, x, y + CS); }
}
const dist = bfsDist(walls, ENTRY);
route = [EXIT];
let c = EXIT;
while (c !== ENTRY) {
for (let d = 0; d < 4; d += 1) {
if (isOpen(walls, c, d) && dist[neighbor(c, d)] === dist[c] - 1) { c = neighbor(c, d); break; }
}
route.push(c);
}
route.reverse();
lanternT = 0;
}
function report(): void { say(sunOn && !still ? TXT_SUN : TXT_STOP); }
function step(): void {
if (sunOn) { sun += SUN_SPEED * FIXED_DT; }
lanternT += FIXED_DT;
if (lanternT >= route.length * LANTERN_MS + 800) { lanternT = 0; }
}
function settle(): void { report(); }
function demoTick(t: number): void {
if (t < 0) { report(); }
}
function lanternXY(): [number, number] {
const f = Math.min(lanternT / LANTERN_MS, route.length - 1);
const i = Math.floor(f);
const j = Math.min(i + 1, route.length - 1);
const k = smooth(f - i);
const ax = cellX(route[i]) + CS / 2;
const ay = cellY(route[i]) + CS / 2;
return [lerp(ax, cellX(route[j]) + CS / 2, k), lerp(ay, cellY(route[j]) + CS / 2, k)];
}
function draw(): void {
ctx.drawImage(groundEl, 0, 0, W, H);
const len = SHADOW_LEN * HEDGE_H_PX;
const sx = Math.cos(sun) * len;
const sy = Math.sin(sun) * len;
// 그림자 — 선분 하나를 해 반대쪽으로 민 평행사변형
ctx.fillStyle = rgba(BG, 0.24);
ctx.beginPath();
for (let s = 0; s < segs.length; s += 4) {
const x1 = segs[s];
const y1 = segs[s + 1];
const x2 = segs[s + 2];
const y2 = segs[s + 3];
const nx = y1 === y2 ? 0 : 1.6;
const ny = y1 === y2 ? 1.6 : 0;
ctx.moveTo(x1 - nx, y1 - ny);
ctx.lineTo(x2 + nx, y2 + ny);
ctx.lineTo(x2 + nx + sx, y2 + ny + sy);
ctx.lineTo(x1 - nx + sx, y1 - ny + sy);
ctx.closePath();
}
ctx.fill();
// 옆면 — 해를 마주 보는 면일수록 밝다 (가로 울타리는 남쪽 면, 세로 울타리는 동쪽 면을 본다)
const litH = 0.55 + 0.45 * Math.max(0, -Math.sin(sun));
const litV = 0.55 + 0.45 * Math.max(0, -Math.cos(sun));
ctx.lineCap = 'square';
ctx.lineWidth = 2.6;
for (let pass2 = 0; pass2 < 2; pass2 += 1) {
const horiz = pass2 === 0;
ctx.strokeStyle = rgba(mix(BG, HEDGE_SIDE, horiz ? litH : litV), 1);
ctx.beginPath();
for (let s = 0; s < segs.length; s += 4) {
if ((segs[s + 1] === segs[s + 3]) !== horiz) { continue; }
ctx.moveTo(segs[s], segs[s + 1]);
ctx.lineTo(segs[s + 2], segs[s + 3]);
ctx.moveTo(segs[s], segs[s + 1] - HEDGE_H_PX / 2);
ctx.lineTo(segs[s + 2], segs[s + 3] - HEDGE_H_PX / 2);
}
ctx.stroke();
}
ctx.strokeStyle = rgba(HEDGE_TOP, 1);
ctx.beginPath();
for (let s = 0; s < segs.length; s += 4) {
ctx.moveTo(segs[s], segs[s + 1] - HEDGE_H_PX);
ctx.lineTo(segs[s + 2], segs[s + 3] - HEDGE_H_PX);
}
ctx.stroke();
// 잎 결 — 선분마다 해시로 고른 자리에 밝은 점
ctx.fillStyle = rgba(mix(HEDGE_TOP, PAPER, 0.45), 1);
for (let s = 0; s < segs.length; s += 4) {
const t = hash2(segs[s], segs[s + 1], SEED + 7);
ctx.fillRect(lerp(segs[s], segs[s + 2], t) - 0.6, lerp(segs[s + 1], segs[s + 3], t) - HEDGE_H_PX - 0.6, 1.3, 1.3);
}
// 등불 — 정답 길을 따라가며 주위를 밝힌다
const lp = lanternXY();
const lg = ctx.createRadialGradient(lp[0], lp[1], 0, lp[0], lp[1], 26);
lg.addColorStop(0, rgba(PEACH, 0.85));
lg.addColorStop(0.35, rgba(PEACH, 0.35));
lg.addColorStop(1, rgba(PEACH, 0));
ctx.fillStyle = lg;
ctx.fillRect(lp[0] - 26, lp[1] - 26, 52, 52);
ctx.fillStyle = rgba(PAPER, 1);
ctx.beginPath();
ctx.arc(lp[0], lp[1], 2.2, 0, Math.PI * 2);
ctx.fill();
// 안개 — 중심 거리 r 의 짙기 1 − e^(−FOG_K·r) 를 눈금 9개로 찍은 방사형 그라디언트
const rMax = Math.hypot(W / 2, H / 2);
const fg = ctx.createRadialGradient(MIDX, MIDY, 0, MIDX, MIDY, rMax);
for (let s = 0; s <= 8; s += 1) {
const r = (s / 8) * rMax;
fg.addColorStop(s / 8, rgba(FOG, 1 - Math.exp(-FOG_K * r)));
}
ctx.fillStyle = fg;
ctx.fillRect(0, 0, W, H);
// 해 위치 표시 — 그림자 반대쪽 테두리에 작은 해
const ux = MIDX - Math.cos(sun) * (BOARD / 2 + 70);
const uy = MIDY - Math.sin(sun) * (BOARD / 2 + 4);
ctx.fillStyle = rgba(PAPER, 0.95);
ctx.beginPath();
ctx.arc(clamp(ux, 8, W - 8), clamp(uy, 8, H - 8), 5, 0, Math.PI * 2);
ctx.fill();
}
function after(): void {
report();
draw();
}
function setSunOn(v: boolean): void {
sunOn = v;
if (sunBtn) { sunBtn.setAttribute('aria-pressed', v ? 'false' : 'true'); }
after();
}
function newGarden(): void {
pass += 1;
walls = carveDfsAll(SEED + pass, ENTRY);
buildSegs();
after();
}
// 누른 자리가 해 — 그림자는 판 중심에서 누른 자리의 반대쪽으로 눕는다
let dragId = -1;
function aimSun(ev: PointerEvent): void {
const p = toScene(ev);
sun = Math.atan2(MIDY - p[1], MIDX - p[0]);
draw();
}
cv.addEventListener('pointerdown', function (ev: PointerEvent): void {
wake();
dragId = ev.pointerId;
cv.setPointerCapture(ev.pointerId);
if (sunOn) { setSunOn(false); }
aimSun(ev);
});
cv.addEventListener('pointermove', function (ev: PointerEvent): void { if (ev.pointerId === dragId) { aimSun(ev); } });
function endDrag(ev: PointerEvent): void { if (ev.pointerId === dragId) { dragId = -1; } }
cv.addEventListener('pointerup', endDrag);
cv.addEventListener('pointercancel', endDrag);
cv.addEventListener('keydown', function (ev: KeyboardEvent): void {
if (ev.key === 'ArrowLeft' || ev.key === 'ArrowRight') {
ev.preventDefault();
wake();
sun += (ev.key === 'ArrowRight' ? 1 : -1) * (Math.PI / 12);
after();
} else if (ev.key === ' ' || ev.key === 'Spacebar') { ev.preventDefault(); wake(); setSunOn(!sunOn); }
else if (ev.key === 'Home' || ev.key === 'Enter') { ev.preventDefault(); wake(); newGarden(); }
});
if (newBtn) { newBtn.addEventListener('click', function (): void { wake(); newGarden(); }); }
if (sunBtn) { sunBtn.addEventListener('click', function (): void { wake(); setSunOn(!sunOn); }); }
bakeGround();
buildSegs();
if (still) {
sunOn = false;
if (sunBtn) { sunBtn.setAttribute('aria-pressed', 'true'); }
}
report();
let rafId = 0;
let lastTs = -1;
let acc = 0;
let clock = 0;
function frame(ts: number): void {
if (lastTs < 0) { lastTs = ts; }
// 탭이 숨었다 돌아와도 한 번에 100ms 까지만 따라잡는다 — 순간이동 대신 이어서 움직인다
acc += Math.min(ts - lastTs, 100);
lastTs = ts;
let n = 0;
while (acc >= FIXED_DT && n < 6) {
clock += FIXED_DT;
if (demo) { demoTick(clock); }
step();
acc -= FIXED_DT;
n += 1;
}
draw();
rafId = window.requestAnimationFrame(frame);
}
if (still) {
settle();
draw();
} else {
rafId = window.requestAnimationFrame(frame);
}
return function (): void {
window.cancelAnimationFrame(rafId);
window.removeEventListener('resize', onResize);
};
}, []);
return (
<div className={cx("hs") + " is-demo"} ref={rootRef}>
<canvas className={cx("hs__canvas")} data-role="canvas" width={480} height={300} tabIndex={0} aria-label="울타리를 세운 정원 미로를 내려다보며 해가 돌아 그림자가 눕고 가장자리로 갈수록 안개가 짙어지는 장면. 누른 자리가 해가 된다"></canvas>
<p className={cx("hs__status")} data-role="status" aria-live="off">해가 돌며 그림자가 눕는 중</p>
<div className={cx("hs__tools")}>
<button className={cx("hs__btn")} data-role="new" type="button">새 정원</button>
<button className={cx("hs__btn")} data-role="sun" type="button" aria-pressed="false">해 멈춤</button>
</div>
</div>
);
}09 A Hedge-Garden Maze Seen From Above, With Fog From Center Distance and Shadows From Height and Sun Angle — Measured area 28.202% · moving frames 23/23Original by GODRICH · SCSS and React ship in the zip · Maze Generator: 9 Carve-and-Solve Scenes
The post this demo lives in
Maze Generator: 9 Carve-and-Solve ScenesIn this maze generator set, mazes are carved, not drawn — 02 reads carve order from a random frontier's ripple bands, 06 See all demos in this post
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