The splash now raises the sun in the mark and over a painted valley, floats four feature chips around the mark, shimmers the wordmark, shows a three-beat "how it works" card, drifts light motes upward and walks a status line through the session check. A tap skips it. The web build hung on the native splash because the asset manifest could not be published: "assets/icons/splash_orb.png" is 27 characters, so its length prefix in AssetManifest.bin is an ESC byte. Renamed it to splash_mark.png and removed the unused anchor assets. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KhQh614DMeYoQEH9SoMRUw
120 lines
4.0 KiB
Dart
120 lines
4.0 KiB
Dart
import 'dart:math' as math;
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import 'package:flutter/material.dart';
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import '../../utils/Colors.dart';
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import 'ScenePainter.dart';
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/// A painted landscape that stands in for photography: sky, a low sun, three
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/// ridges and an oversized figure glyph standing in front of them. The [seed]
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/// reshapes the ridges and moves the sun, so two routines of the same kind
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/// never wear the identical picture.
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class SceneArt extends StatelessWidget {
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/// sky top, horizon, sun, far ridge, mid ridge, near ridge, ember.
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final List<Color> palette;
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final int seed;
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/// The glyph standing in the scene — the kind's icon, usually.
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final IconData? figure;
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/// Figure size as a fraction of the shorter side.
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final double figureScale;
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final Alignment figureAlignment;
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/// Darkens the lower half so white type laid over it stays legible.
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final bool shade;
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/// Lowers the sun behind the ridges; animate it for a sunrise.
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final double sunLift;
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const SceneArt({
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super.key,
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required this.palette,
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this.seed = 0,
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this.figure,
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this.figureScale = 0.5,
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this.figureAlignment = const Alignment(0.35, 0.15),
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this.shade = false,
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this.sunLift = 1,
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});
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@override
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Widget build(BuildContext context) {
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return LayoutBuilder(
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builder: (BuildContext context, BoxConstraints constraints) {
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final double shortest = math.min(
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constraints.maxWidth.isFinite ? constraints.maxWidth : 200,
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constraints.maxHeight.isFinite ? constraints.maxHeight : 200,
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);
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final double glyph = shortest * figureScale;
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return RepaintBoundary(
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child: Stack(
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fit: StackFit.expand,
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children: [
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CustomPaint(
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painter: ScenePainter(palette, seed, sunLift: sunLift)),
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if (figure != null)
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Align(
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alignment: figureAlignment,
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child: SizedBox(
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width: glyph * 1.6,
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height: glyph * 1.6,
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child: Stack(
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alignment: Alignment.center,
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children: [
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// The ember halo behind the figure — the reference's
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// orange gi, reduced to light.
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Container(
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width: glyph * 1.5,
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height: glyph * 1.5,
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decoration: BoxDecoration(
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shape: BoxShape.circle,
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gradient: RadialGradient(
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colors: <Color>[
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palette[6].withValues(alpha: 0.45),
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palette[6].withValues(alpha: 0.0),
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],
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),
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),
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),
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Icon(
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figure,
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size: glyph,
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color: colorWhite.withValues(alpha: 0.96),
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shadows: <Shadow>[
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Shadow(
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color: palette[5].withValues(alpha: 0.55),
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blurRadius: glyph * 0.22,
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offset: Offset(0, glyph * 0.08),
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),
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],
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),
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],
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),
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),
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),
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if (shade)
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DecoratedBox(
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decoration: BoxDecoration(
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gradient: LinearGradient(
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begin: Alignment.topCenter,
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end: Alignment.bottomCenter,
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stops: const <double>[0.35, 1.0],
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colors: <Color>[
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colorBlack.withValues(alpha: 0.0),
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colorBlack.withValues(alpha: 0.55),
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],
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),
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),
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),
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],
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),
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);
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},
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);
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}
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}
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