03모래알이 좁은 목을 지나 쌓이며 시간을 재는 모래시계
셀 격자에서 알갱이가 아래로 떨어지다 막히면 비스듬히 미끄러지게 해 더미가 안식각으로 쌓인다. 목 너비는 알갱이 수와 전체 시간에서 계산한 유량으로 정하고, 목을 지나는 허용량은 경과 시간에 맞춰 늘어난다.
쓰임집중 타이머·보드게임 제한 시간
GRAIN_COUNTNECK_WDROP_RATETOTAL_MS

<main class="stage">
<div class="cd is-demo" id="cd" data-demo="1">
<div class="cd__view cd__view--scene">
<canvas class="cd__cv" data-r="cv" role="img" aria-label="모래알이 목을 지나 떨어지는 모래시계"></canvas>
<p class="cd__read cd__read--corner" role="timer"><b data-r="num">1.5</b><span>초</span></p>
</div>
<div class="cd__bar">
<button class="cd__btn" type="button" data-r="toggle">멈춤</button>
<button class="cd__btn" type="button" data-r="reset">다시</button>
</div>
<p class="cd__sr" aria-live="polite" data-r="status"></p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
// 핵심: 남은 시간 하나(경과는 rAF 타임스탬프 누적)에서 모양을 계산해 그린다. CSS 는 모양과 색만 맡는다.
$bg: $stage-ink;
$fg: $subject-cream;
$btn: rgba($subject-cream, .14);
@include stage($bg);
.cd {
--view-h: min(calc(100vh - 2 * clamp(8px, 4vw, 24px) - 48px), 196px);
position: relative;
box-sizing: border-box;
width: 100%;
display: flex;
flex-direction: column;
align-items: center;
gap: $sp-2;
color: $fg;
font-size: 14px;
line-height: 20px;
font-weight: 600;
}
.cd__view { position: relative; }
.cd__view--scene { width: 100%; height: var(--view-h); overflow: hidden; border-radius: $r-card; background: mix($stage-ink, $subject-lilac, 88%); }
.cd__cv { display: block; width: 100%; height: 100%; }
.cd__read { margin: 0; display: flex; align-items: baseline; gap: $sp-1; font-variant-numeric: tabular-nums; }
.cd__read b { font-size: 28px; line-height: 32px; font-weight: 800; }
.cd__read--center { position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); }
.cd__read--corner { position: absolute; left: $sp-2; top: $sp-2; }
.cd__bar { display: flex; gap: $sp-2; }
.cd__btn {
box-sizing: border-box;
height: 36px;
padding: 0 $sp-4;
border: 0;
border-radius: $r-control;
background: $btn;
color: $fg;
font-size: 14px;
line-height: 20px;
font-weight: 700;
cursor: pointer;
}
.cd__btn:focus-visible { outline: 2px solid $subject-lilac; outline-offset: 2px; }
.cd__sr { position: absolute; width: 1px; height: 1px; margin: 0; overflow: hidden; clip: rect(0 0 0 0); white-space: nowrap; }
@media (prefers-reduced-motion: reduce) {
.cd__strip { filter: none !important; }
.cd__leaf { display: none !important; }
}
.cd {
--sand: #{mix($stage-yellow, $subject-cream, 60%)};
--sand2: #{mix($subject-pink, $stage-yellow, 40%)};
--glass: #{mix($subject-sky, $subject-cream, 55%)};
}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);
}
.cd {
--view-h: min(calc(100vh - 2 * clamp(8px, 4vw, 24px) - 48px), 196px);
position: relative;
box-sizing: border-box;
width: 100%;
display: flex;
flex-direction: column;
align-items: center;
gap: 8px;
color: #fff7e6;
font-size: 14px;
line-height: 20px;
font-weight: 600;
}
.cd__view {
position: relative;
}
.cd__view--scene {
width: 100%;
height: var(--view-h);
overflow: hidden;
border-radius: 16px;
background: rgb(16.6431372549%, 14.431372549%, 20.9725490196%);
}
.cd__cv {
display: block;
width: 100%;
height: 100%;
}
.cd__read {
margin: 0;
display: flex;
align-items: baseline;
gap: 4px;
font-variant-numeric: tabular-nums;
}
.cd__read b {
font-size: 28px;
line-height: 32px;
font-weight: 800;
}
.cd__read--center {
position: absolute;
left: 50%;
top: 50%;
transform: translate(-50%, -50%);
}
.cd__read--corner {
position: absolute;
left: 8px;
top: 8px;
}
.cd__bar {
display: flex;
gap: 8px;
}
.cd__btn {
box-sizing: border-box;
height: 36px;
padding: 0 16px;
border: 0;
border-radius: 12px;
background: rgba(255, 247, 230, 0.14);
color: #fff7e6;
font-size: 14px;
line-height: 20px;
font-weight: 700;
cursor: pointer;
}
.cd__btn:focus-visible {
outline: 2px solid #b9a0ff;
outline-offset: 2px;
}
.cd__sr {
position: absolute;
width: 1px;
height: 1px;
margin: 0;
overflow: hidden;
clip: rect(0 0 0 0);
white-space: nowrap;
}
@media (prefers-reduced-motion: reduce) {
.cd__strip {
filter: none !important;
}
.cd__leaf {
display: none !important;
}
}
.cd {
--sand: rgb(100%, 88.1568627451%, 50.9019607843%);
--sand2: rgb(100%, 74.1960784314%, 44.1568627451%);
--glass: rgb(68.7254901961%, 86.7254901961%, 95.5882352941%);
}(function () {
const root = document.getElementById("cd");
if (!root) return;
function cx(s) {
return s;
}
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
let demo = !reduce;
let running = demo;
let elapsed = 0;
let lastTs = -1;
let lastDraw = -1e9;
let raf = 0;
const hooks = { stop: () => { } };
const offs = [];
const TOTAL_MS = 1500;
const HOLD_MS = 300;
const GRAIN_COUNT = 600;
const DROP_RATE = 240;
let totalMs = TOTAL_MS;
const cv = q('[data-r="cv"]');
const ctx2d = cv.getContext("2d");
if (!ctx2d)
return () => { };
const g = ctx2d;
let cw = 1;
let ch = 1;
let dpr = 1;
// 캔버스 안쪽 해상도를 화면 크기와 devicePixelRatio 에 맞춘다. 리사이즈마다 다시 호출된다
function fitCanvas() {
const r = cv.getBoundingClientRect();
dpr = Math.min(2, window.devicePixelRatio || 1);
cw = Math.max(1, Math.round(r.width));
ch = Math.max(1, Math.round(r.height));
cv.width = Math.round(cw * dpr);
cv.height = Math.round(ch * dpr);
g.setTransform(dpr, 0, 0, dpr, 0, 0);
}
function cssVar(name) {
return getComputedStyle(root).getPropertyValue(name).trim();
}
function parseColor(h) {
// CSS 변수 값은 #rrggbb 로도, rgb(r, g, b) 로도, rgb(100%, 50%, 0%) 로도 나올 수 있다
const m6 = /^#([0-9a-f]{6})$/i.exec(h);
if (m6) {
const n = parseInt(m6[1], 16);
return [(n >> 16) & 255, (n >> 8) & 255, n & 255];
}
const m = /([0-9.]+)(%?)[ ,]+([0-9.]+)(%?)[ ,]+([0-9.]+)(%?)/.exec(h);
if (!m)
return [255, 255, 255];
const ch = (v, pct) => Math.round(pct ? (Number(v) * 255) / 100 : Number(v));
return [ch(m[1], m[2]), ch(m[3], m[4]), ch(m[5], m[6])];
}
function rgba(c, a) {
return "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + a.toFixed(3) + ")";
}
function q(sel) {
return root.querySelector(sel);
}
function on(el, type, fn) {
el.addEventListener(type, fn);
offs.push(() => el.removeEventListener(type, fn));
}
function clamp(v, lo, hi) {
return Math.max(lo, Math.min(hi, v));
}
// 지수 접근: 프레임률이 달라도 같은 속도가 되도록 dt 를 60fps 프레임 수로 환산해 쓴다
function approach(x, target, per, dt) {
return x + (target - x) * (1 - Math.pow(1 - per, dt * 60));
}
const toggle = q('[data-r="toggle"]');
const resetBtn = q('[data-r="reset"]');
const status = q('[data-r="status"]');
// 남은 시간. 경과는 rAF 타임스탬프 차이를 누적한 값이라 시계를 따로 읽지 않는다
function remainMs() {
return clamp(totalMs - elapsed, 0, totalMs);
}
function syncButtons() {
toggle.textContent = running ? "멈춤" : "시작";
toggle.setAttribute("aria-pressed", running ? "true" : "false");
}
// 스크린리더 안내는 멈출 때와 끝날 때만 갱신한다. 시연 루프 중에는 읽지 않는다
function say(msg) {
if (!demo)
status.textContent = msg;
}
function stopDemo() {
if (!demo)
return;
demo = false;
root.classList.remove("is-demo");
root.removeAttribute("data-demo");
hooks.stop();
}
function restart() {
elapsed = 0;
resetState();
}
function update(dt) {
tick(dt);
draw();
}
function frame(ts) {
raf = requestAnimationFrame(frame);
const raw = lastTs < 0 ? 0 : ts - lastTs;
lastTs = ts;
if (running) {
elapsed += raw;
if (demo) {
const cycle = totalMs + HOLD_MS;
if (elapsed >= cycle) {
elapsed %= cycle;
resetState();
}
}
else if (elapsed >= totalMs) {
elapsed = totalMs;
running = false;
say("시간이 다 됐습니다");
syncButtons();
}
}
if (reduce && ts - lastDraw < 250)
return;
lastDraw = ts;
update(Math.min(raw, 50) / 1000);
}
on(toggle, "click", () => {
stopDemo();
if (!running && elapsed >= totalMs)
restart();
running = !running;
say(running ? "" : "멈췄습니다");
syncButtons();
update(0);
});
on(resetBtn, "click", () => {
stopDemo();
running = false;
restart();
say("");
syncButtons();
update(0);
});
const GW = 96;
const GH = 96;
const NECK_TOP = GH / 2 - 1;
// 목 너비(칸 수): 한 칸 열이 초당 DROP_RATE 알갱이를 흘릴 수 있으니, 필요한 유량 = 알갱이 수 / 시간 을 그 값으로 나눠 올림한다
const NECK_W = Math.max(2, 2 * Math.ceil(GRAIN_COUNT / (TOTAL_MS / 1000) / DROP_RATE / 2));
// <sim>
const grid = new Uint8Array(GW * GH);
const wall = new Uint8Array(GW * GH);
let released = 0;
let seed = 12345;
let stepNo = 0;
let acc = 0;
function halfWidth(r) {
const d = Math.abs(r - (GH - 1) / 2) - 0.5;
return NECK_W / 2 + (GW / 2 - 1 - NECK_W / 2) * (d / (GH / 2 - 1));
}
function inside(r, c) {
if (r < 0 || r >= GH || c < 0 || c >= GW)
return false;
return Math.abs(c + 0.5 - GW / 2) <= halfWidth(r);
}
function rand() {
seed = (Math.imul(seed, 1664525) + 1013904223) >>> 0;
return seed / 4294967296;
}
function fillTop() {
grid.fill(0);
released = 0;
let n = 0;
for (let r = NECK_TOP - 1; r >= 0 && n < GRAIN_COUNT; r--) {
for (let c = 0; c < GW && n < GRAIN_COUNT; c++) {
if (inside(r, c)) {
grid[r * GW + c] = 1;
n++;
}
}
}
return n;
}
// 목 위쪽 줄로 들어가는 알갱이는 허용량 allowed 가 남아 있을 때만 통과한다
function canEnter(r, c, allowed) {
if (!inside(r, c) || grid[r * GW + c] !== 0)
return false;
if (r === NECK_TOP && released >= allowed)
return false;
return true;
}
function move(r, c, r2, c2) {
grid[r * GW + c] = 0;
grid[r2 * GW + c2] = 1;
if (r2 === NECK_TOP)
released++;
}
// 한 스텝: 아래 칸이 비면 떨어지고, 막히면 좌우 대각선 아래로 미끄러진다(안식각)
function step(allowed) {
stepNo++;
for (let r = GH - 2; r >= 0; r--) {
const ltr = ((r + stepNo) & 1) === 0;
for (let k = 0; k < GW; k++) {
const c = ltr ? k : GW - 1 - k;
if (grid[r * GW + c] === 0)
continue;
if (canEnter(r + 1, c, allowed)) {
move(r, c, r + 1, c);
continue;
}
const first = rand() < 0.5 ? -1 : 1;
if (canEnter(r + 1, c + first, allowed) && inside(r, c + first))
move(r, c, r + 1, c + first);
else if (canEnter(r + 1, c - first, allowed) && inside(r, c - first))
move(r, c, r + 1, c - first);
}
}
}
function allowedAt(ms) {
return Math.floor(GRAIN_COUNT * clamp(ms / totalMs, 0, 1) + 1e-6);
}
// </sim>
for (let r = 0; r < GH; r++) {
for (let c = 0; c < GW; c++) {
if (inside(r, c))
continue;
if (inside(r - 1, c) || inside(r + 1, c) || inside(r, c - 1) || inside(r, c + 1))
wall[r * GW + c] = 1;
}
}
const off = document.createElement("canvas");
off.width = GW;
off.height = GH;
const offCtx = off.getContext("2d");
if (!offCtx)
return () => { };
const oc = offCtx;
const img = oc.createImageData(GW, GH);
const num = q('[data-r="num"]');
let sand = [255, 233, 159];
let sandB = [255, 200, 150];
let glass = [182, 216, 255];
function resize() {
fitCanvas();
sand = parseColor(cssVar("--sand"));
sandB = parseColor(cssVar("--sand2"));
glass = parseColor(cssVar("--glass"));
}
function resetState() {
seed = 12345;
stepNo = 0;
acc = 0;
fillTop();
}
function tick(dt) {
const allowed = allowedAt(elapsed);
if (reduce) {
// 움직임 줄이기: 낙하 과정 없이 허용량까지 한꺼번에 굴려 결과 모양만 그린다
for (let i = 0; i < 400 && (released < allowed || i < 30); i++)
step(allowed);
return;
}
acc += dt * DROP_RATE;
let n = Math.floor(acc);
acc -= n;
n = Math.min(n, 12);
for (let i = 0; i < n; i++)
step(allowed);
}
function draw() {
const px = img.data;
for (let r = 0; r < GH; r++) {
for (let c = 0; c < GW; c++) {
const i = r * GW + c;
const o = i * 4;
if (grid[i] === 1) {
const m = ((r * 7 + c * 13) % 5) / 4;
const col = m > 0.5 ? sand : sandB;
const sh = 0.9 + 0.1 * m;
px[o] = col[0] * sh;
px[o + 1] = col[1] * sh;
px[o + 2] = col[2] * sh;
px[o + 3] = 255;
}
else if (wall[i] === 1) {
px[o] = glass[0];
px[o + 1] = glass[1];
px[o + 2] = glass[2];
px[o + 3] = 230;
}
else {
px[o + 3] = 0;
}
}
}
oc.putImageData(img, 0, 0);
g.clearRect(0, 0, cw, ch);
const s = Math.min((cw * 0.92) / GW, (ch - 12) / GH);
const w = GW * s;
const h = GH * s;
const ox = (cw - w) / 2;
const oy = (ch - h) / 2;
g.imageSmoothingEnabled = false;
g.drawImage(off, ox, oy, w, h);
// 유리 뚜껑 두 장
g.fillStyle = rgba(glass, 0.9);
g.fillRect(ox - 2, oy - 5, w + 4, 5);
g.fillRect(ox - 2, oy + h, w + 4, 5);
num.textContent = (remainMs() / 1000).toFixed(1);
}
const ro = new ResizeObserver(() => {
resize();
draw();
});
ro.observe(root);
offs.push(() => ro.disconnect());
resize();
resetState();
syncButtons();
update(0);
raf = requestAnimationFrame(frame);
return () => {
cancelAnimationFrame(raf);
offs.forEach((f) => f());
};
})();// HourglassSandGrains - vanilla 판(03-cd-hourglass-sand-grains) 의 React 포트. 같은 계산을 useEffect 안에서 돌린다.
import { useEffect, useRef } from "react";
import styles from "./HourglassSandGrains.module.scss";
const cx = (s: string): string => s.split(" ").map((n) => styles[n] ?? n).join(" ");
export default function HourglassSandGrains() {
const rootRef = useRef<HTMLDivElement | null>(null);
useEffect(() => {
const rootEl = rootRef.current;
if (!rootEl) return;
const root: HTMLElement = rootEl;
const reduce: boolean = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
let demo: boolean = !reduce;
let running: boolean = demo;
let elapsed = 0;
let lastTs = -1;
let lastDraw = -1e9;
let raf = 0;
const hooks: { stop: () => void } = { stop: () => {} };
const offs: Array<() => void> = [];
const TOTAL_MS = 1500;
const HOLD_MS = 300;
const GRAIN_COUNT = 600;
const DROP_RATE = 240;
let totalMs = TOTAL_MS;
const cv = q<HTMLCanvasElement>('[data-r="cv"]');
const ctx2d = cv.getContext("2d");
if (!ctx2d) return () => {};
const g: CanvasRenderingContext2D = ctx2d;
let cw = 1;
let ch = 1;
let dpr = 1;
// 캔버스 안쪽 해상도를 화면 크기와 devicePixelRatio 에 맞춘다. 리사이즈마다 다시 호출된다
function fitCanvas(): void {
const r = cv.getBoundingClientRect();
dpr = Math.min(2, window.devicePixelRatio || 1);
cw = Math.max(1, Math.round(r.width));
ch = Math.max(1, Math.round(r.height));
cv.width = Math.round(cw * dpr);
cv.height = Math.round(ch * dpr);
g.setTransform(dpr, 0, 0, dpr, 0, 0);
}
function cssVar(name: string): string {
return getComputedStyle(root).getPropertyValue(name).trim();
}
function parseColor(h: string): number[] {
// CSS 변수 값은 #rrggbb 로도, rgb(r, g, b) 로도, rgb(100%, 50%, 0%) 로도 나올 수 있다
const m6 = /^#([0-9a-f]{6})$/i.exec(h);
if (m6) {
const n = parseInt(m6[1], 16);
return [(n >> 16) & 255, (n >> 8) & 255, n & 255];
}
const m = /([0-9.]+)(%?)[ ,]+([0-9.]+)(%?)[ ,]+([0-9.]+)(%?)/.exec(h);
if (!m) return [255, 255, 255];
const ch = (v: string, pct: string): number => Math.round(pct ? (Number(v) * 255) / 100 : Number(v));
return [ch(m[1], m[2]), ch(m[3], m[4]), ch(m[5], m[6])];
}
function rgba(c: number[], a: number): string {
return "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + a.toFixed(3) + ")";
}
function q<T extends Element>(sel: string): T {
return root.querySelector(sel) as T;
}
function on(el: EventTarget, type: string, fn: (e: Event) => void): void {
el.addEventListener(type, fn);
offs.push(() => el.removeEventListener(type, fn));
}
function clamp(v: number, lo: number, hi: number): number {
return Math.max(lo, Math.min(hi, v));
}
// 지수 접근: 프레임률이 달라도 같은 속도가 되도록 dt 를 60fps 프레임 수로 환산해 쓴다
function approach(x: number, target: number, per: number, dt: number): number {
return x + (target - x) * (1 - Math.pow(1 - per, dt * 60));
}
const toggle = q<HTMLButtonElement>('[data-r="toggle"]');
const resetBtn = q<HTMLButtonElement>('[data-r="reset"]');
const status = q<HTMLElement>('[data-r="status"]');
// 남은 시간. 경과는 rAF 타임스탬프 차이를 누적한 값이라 시계를 따로 읽지 않는다
function remainMs(): number {
return clamp(totalMs - elapsed, 0, totalMs);
}
function syncButtons(): void {
toggle.textContent = running ? "멈춤" : "시작";
toggle.setAttribute("aria-pressed", running ? "true" : "false");
}
// 스크린리더 안내는 멈출 때와 끝날 때만 갱신한다. 시연 루프 중에는 읽지 않는다
function say(msg: string): void {
if (!demo) status.textContent = msg;
}
function stopDemo(): void {
if (!demo) return;
demo = false;
root.classList.remove("is-demo");
root.removeAttribute("data-demo");
hooks.stop();
}
function restart(): void {
elapsed = 0;
resetState();
}
function update(dt: number): void {
tick(dt);
draw();
}
function frame(ts: number): void {
raf = requestAnimationFrame(frame);
const raw = lastTs < 0 ? 0 : ts - lastTs;
lastTs = ts;
if (running) {
elapsed += raw;
if (demo) {
const cycle = totalMs + HOLD_MS;
if (elapsed >= cycle) {
elapsed %= cycle;
resetState();
}
} else if (elapsed >= totalMs) {
elapsed = totalMs;
running = false;
say("시간이 다 됐습니다");
syncButtons();
}
}
if (reduce && ts - lastDraw < 250) return;
lastDraw = ts;
update(Math.min(raw, 50) / 1000);
}
on(toggle, "click", () => {
stopDemo();
if (!running && elapsed >= totalMs) restart();
running = !running;
say(running ? "" : "멈췄습니다");
syncButtons();
update(0);
});
on(resetBtn, "click", () => {
stopDemo();
running = false;
restart();
say("");
syncButtons();
update(0);
});
const GW = 96;
const GH = 96;
const NECK_TOP = GH / 2 - 1;
// 목 너비(칸 수): 한 칸 열이 초당 DROP_RATE 알갱이를 흘릴 수 있으니, 필요한 유량 = 알갱이 수 / 시간 을 그 값으로 나눠 올림한다
const NECK_W = Math.max(2, 2 * Math.ceil(GRAIN_COUNT / (TOTAL_MS / 1000) / DROP_RATE / 2));
// <sim>
const grid = new Uint8Array(GW * GH);
const wall = new Uint8Array(GW * GH);
let released = 0;
let seed = 12345;
let stepNo = 0;
let acc = 0;
function halfWidth(r: number): number {
const d = Math.abs(r - (GH - 1) / 2) - 0.5;
return NECK_W / 2 + (GW / 2 - 1 - NECK_W / 2) * (d / (GH / 2 - 1));
}
function inside(r: number, c: number): boolean {
if (r < 0 || r >= GH || c < 0 || c >= GW) return false;
return Math.abs(c + 0.5 - GW / 2) <= halfWidth(r);
}
function rand(): number {
seed = (Math.imul(seed, 1664525) + 1013904223) >>> 0;
return seed / 4294967296;
}
function fillTop(): number {
grid.fill(0);
released = 0;
let n = 0;
for (let r = NECK_TOP - 1; r >= 0 && n < GRAIN_COUNT; r--) {
for (let c = 0; c < GW && n < GRAIN_COUNT; c++) {
if (inside(r, c)) {
grid[r * GW + c] = 1;
n++;
}
}
}
return n;
}
// 목 위쪽 줄로 들어가는 알갱이는 허용량 allowed 가 남아 있을 때만 통과한다
function canEnter(r: number, c: number, allowed: number): boolean {
if (!inside(r, c) || grid[r * GW + c] !== 0) return false;
if (r === NECK_TOP && released >= allowed) return false;
return true;
}
function move(r: number, c: number, r2: number, c2: number): void {
grid[r * GW + c] = 0;
grid[r2 * GW + c2] = 1;
if (r2 === NECK_TOP) released++;
}
// 한 스텝: 아래 칸이 비면 떨어지고, 막히면 좌우 대각선 아래로 미끄러진다(안식각)
function step(allowed: number): void {
stepNo++;
for (let r = GH - 2; r >= 0; r--) {
const ltr = ((r + stepNo) & 1) === 0;
for (let k = 0; k < GW; k++) {
const c = ltr ? k : GW - 1 - k;
if (grid[r * GW + c] === 0) continue;
if (canEnter(r + 1, c, allowed)) {
move(r, c, r + 1, c);
continue;
}
const first = rand() < 0.5 ? -1 : 1;
if (canEnter(r + 1, c + first, allowed) && inside(r, c + first)) move(r, c, r + 1, c + first);
else if (canEnter(r + 1, c - first, allowed) && inside(r, c - first)) move(r, c, r + 1, c - first);
}
}
}
function allowedAt(ms: number): number {
return Math.floor(GRAIN_COUNT * clamp(ms / totalMs, 0, 1) + 1e-6);
}
// </sim>
for (let r = 0; r < GH; r++) {
for (let c = 0; c < GW; c++) {
if (inside(r, c)) continue;
if (inside(r - 1, c) || inside(r + 1, c) || inside(r, c - 1) || inside(r, c + 1)) wall[r * GW + c] = 1;
}
}
const off = document.createElement("canvas");
off.width = GW;
off.height = GH;
const offCtx = off.getContext("2d");
if (!offCtx) return () => {};
const oc: CanvasRenderingContext2D = offCtx;
const img = oc.createImageData(GW, GH);
const num = q<HTMLElement>('[data-r="num"]');
let sand = [255, 233, 159];
let sandB = [255, 200, 150];
let glass = [182, 216, 255];
function resize(): void {
fitCanvas();
sand = parseColor(cssVar("--sand"));
sandB = parseColor(cssVar("--sand2"));
glass = parseColor(cssVar("--glass"));
}
function resetState(): void {
seed = 12345;
stepNo = 0;
acc = 0;
fillTop();
}
function tick(dt: number): void {
const allowed = allowedAt(elapsed);
if (reduce) {
// 움직임 줄이기: 낙하 과정 없이 허용량까지 한꺼번에 굴려 결과 모양만 그린다
for (let i = 0; i < 400 && (released < allowed || i < 30); i++) step(allowed);
return;
}
acc += dt * DROP_RATE;
let n = Math.floor(acc);
acc -= n;
n = Math.min(n, 12);
for (let i = 0; i < n; i++) step(allowed);
}
function draw(): void {
const px = img.data;
for (let r = 0; r < GH; r++) {
for (let c = 0; c < GW; c++) {
const i = r * GW + c;
const o = i * 4;
if (grid[i] === 1) {
const m = ((r * 7 + c * 13) % 5) / 4;
const col = m > 0.5 ? sand : sandB;
const sh = 0.9 + 0.1 * m;
px[o] = col[0] * sh;
px[o + 1] = col[1] * sh;
px[o + 2] = col[2] * sh;
px[o + 3] = 255;
} else if (wall[i] === 1) {
px[o] = glass[0];
px[o + 1] = glass[1];
px[o + 2] = glass[2];
px[o + 3] = 230;
} else {
px[o + 3] = 0;
}
}
}
oc.putImageData(img, 0, 0);
g.clearRect(0, 0, cw, ch);
const s = Math.min((cw * 0.92) / GW, (ch - 12) / GH);
const w = GW * s;
const h = GH * s;
const ox = (cw - w) / 2;
const oy = (ch - h) / 2;
g.imageSmoothingEnabled = false;
g.drawImage(off, ox, oy, w, h);
// 유리 뚜껑 두 장
g.fillStyle = rgba(glass, 0.9);
g.fillRect(ox - 2, oy - 5, w + 4, 5);
g.fillRect(ox - 2, oy + h, w + 4, 5);
num.textContent = (remainMs() / 1000).toFixed(1);
}
const ro = new ResizeObserver(() => {
resize();
draw();
});
ro.observe(root);
offs.push(() => ro.disconnect());
resize();
resetState();
syncButtons();
update(0);
raf = requestAnimationFrame(frame);
return () => {
cancelAnimationFrame(raf);
offs.forEach((f) => f());
};
}, []);
return (
<div className={cx("cd") + " is-demo"} id="cd" data-demo="1" ref={rootRef}>
<div className={cx("cd__view cd__view--scene")}>
<canvas className={cx("cd__cv")} data-r="cv" role="img" aria-label="모래알이 목을 지나 떨어지는 모래시계"></canvas>
<p className={cx("cd__read cd__read--corner")} role="timer"><b data-r="num">1.5</b><span>초</span></p>
</div>
<div className={cx("cd__bar")}>
<button className={cx("cd__btn")} type="button" data-r="toggle">멈춤</button>
<button className={cx("cd__btn")} type="button" data-r="reset">다시</button>
</div>
<p className={cx("cd__sr")} aria-live="polite" data-r="status"></p>
</div>
);
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