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You build physics toys, and you have held an umbrella in a gale.
Build me a single HTML page: a person holding an umbrella in wind that keeps getting stronger.
data: URIs are fine.localStorage, sessionStorage, cookies or indexedDB — sandboxed frame, they throw.html block.One paragraph, before the file: what the canopy is made of in your code, what inversion is as a state change, and what decides when it happens.
The single fenced html block.
Where it looks right and where it looks wrong. Everyone who has held an umbrella knows what one does in wind, so say what yours gets wrong before I find it.
The canopy is a small custom spring-and-drag model: a curved cloth silhouette, radial ribs, and a shaft whose angle is pushed by wind force and pulled back toward the holder’s hand. “Inside out” is a state transition rather than a texture swap: the canopy’s dome profile interpolates through flat into an inverted bowl while the ribs reverse their bend. Wind load scales roughly with wind speed squared, accumulates as frame stress, and inversion occurs when sustained load exceeds the current grip/bracing capacity; still higher sustained load can tear the umbrella free and give it its own airborne motion.
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>Umbrella in a Gale</title>
<style>
:root {
color-scheme: dark;
--ink: #eaf5ff;
--panel: rgba(8, 20, 34, .76);
--line: rgba(207, 235, 255, .25);
--accent: #8ee8ff;
}
* { box-sizing: border-box; }
html, body {
margin: 0;
width: 100%;
height: 100%;
overflow: hidden;
background: #07111d;
font-family: ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
}
canvas {
display: block;
width: 100%;
height: 100%;
cursor: crosshair;
}
#hud {
position: fixed;
top: 16px;
left: 16px;
width: min(355px, calc(100vw - 32px));
padding: 14px 15px 13px;
color: var(--ink);
background: var(--panel);
border: 1px solid var(--line);
border-radius: 12px;
box-shadow: 0 16px 40px rgba(0,0,0,.24);
backdrop-filter: blur(8px);
user-select: none;
}
#title {
display: flex;
justify-content: space-between;
align-items: baseline;
margin-bottom: 9px;
letter-spacing: .08em;
font-size: 11px;
color: #b8d8ed;
}
#speed {
font-family: Georgia, serif;
color: white;
font-size: 31px;
line-height: 1;
letter-spacing: -.05em;
}
#speed small {
font: 11px ui-monospace, monospace;
letter-spacing: 0;
color: #b8d8ed;
margin-left: 5px;
}
.row {
display: flex;
align-items: center;
gap: 9px;
margin-top: 11px;
font-size: 11px;
color: #b8d8ed;
}
.row label { white-space: nowrap; }
input[type="range"] {
width: 100%;
accent-color: #8ee8ff;
cursor: ew-resize;
}
#state {
margin-top: 10px;
min-height: 18px;
padding-top: 9px;
border-top: 1px solid var(--line);
font-size: 11px;
letter-spacing: .04em;
color: #d8edff;
}
#help {
position: fixed;
right: 17px;
bottom: 15px;
color: rgba(221,240,255,.75);
font-size: 10px;
line-height: 1.7;
text-align: right;
user-select: none;
text-shadow: 0 1px 3px #06101b;
}
kbd {
padding: 1px 4px;
border: 1px solid rgba(225,245,255,.4);
border-radius: 3px;
font: inherit;
color: white;
}
</style>
</head>
<body>
<canvas id="scene"></canvas>
<div id="hud">
<div id="title">
<span>WEATHER STATION / EXPOSED PEDESTRIAN</span>
<span id="mode">AUTO RISING</span>
</div>
<div id="speed">0.0 <small>m/s</small></div>
<div class="row">
<label for="wind">WIND DRIVE</label>
<input id="wind" type="range" min="0" max="110" value="8" step="1" aria-label="Wind speed">
</div>
<div id="state">A light breeze catches the canopy.</div>
</div>
<div id="help">
<div><kbd>←</kbd> <kbd>→</kbd> steer wind <kbd>A</kbd> auto rise</div>
<div><kbd>R</kbd> reset umbrella after disaster</div>
</div>
<script>
(() => {
"use strict";
const canvas = document.getElementById("scene");
const ctx = canvas.getContext("2d");
const windSlider = document.getElementById("wind");
const speedEl = document.getElementById("speed");
const stateEl = document.getElementById("state");
const modeEl = document.getElementById("mode");
let W = 0, H = 0, dpr = 1;
function resize() {
dpr = Math.min(window.devicePixelRatio || 1, 2);
W = innerWidth; H = innerHeight;
canvas.width = W * dpr;
canvas.height = H * dpr;
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
}
addEventListener("resize", resize);
resize();
const rain = Array.from({ length: 280 }, () => ({
x: Math.random(), y: Math.random(), z: .25 + Math.random() * .9
}));
let drive = 8;
let actualWind = 8;
let auto = true;
let userPause = 0;
let last = performance.now();
let elapsed = 0;
let heldKeys = {};
let flash = 0;
const u = {
detached: false,
inverted: 0,
inversionVelocity: 0,
stress: 0,
torque: 0,
shaftAngle: 0,
shaftVelocity: 0,
pos: { x: 0, y: 0 },
vel: { x: 0, y: 0 },
spin: 0,
spinVel: 0,
escapedFor: 0
};
function resetUmbrella() {
u.detached = false;
u.inverted = 0;
u.inversionVelocity = 0;
u.stress = 0;
u.torque = 0;
u.shaftAngle = 0;
u.shaftVelocity = 0;
u.vel.x = u.vel.y = 0;
u.spin = u.spinVel = 0;
u.escapedFor = 0;
flash = 1;
}
function setDrive(v, pause = true) {
drive = Math.max(0, Math.min(110, v));
windSlider.value = drive;
if (pause) {
auto = false;
userPause = 7;
}
}
windSlider.addEventListener("input", () => setDrive(+windSlider.value));
addEventListener("keydown", e => {
if (["ArrowLeft","ArrowRight","a","A","r","R"].includes(e.key)) e.preventDefault();
heldKeys[e.key] = true;
if (e.key === "a" || e.key === "A") { auto = true; userPause = 0; }
if (e.key === "r" || e.key === "R") resetUmbrella();
});
addEventListener("keyup", e => heldKeys[e.key] = false);
function lerp(a,b,t) { return a + (b-a)*t; }
function clamp(v,a,b) { return Math.max(a, Math.min(b, v)); }
function smooth(current, target, speed, dt) {
return current + (target - current) * (1 - Math.exp(-speed * dt));
}
function personGeometry(wind) {
const ground = H * .80;
const baseX = W * .38;
const bracing = clamp(wind / 105, 0, 1);
const lean = -bracing * .25 - clamp(u.stress / 150, 0, .12);
const hip = { x: baseX + Math.sin(lean) * 83, y: ground - 103 };
const shoulder = { x: hip.x + Math.sin(lean) * 78, y: hip.y - Math.cos(lean) * 78 };
const head = { x: shoulder.x + Math.sin(lean) * 28, y: shoulder.y - Math.cos(lean) * 28 };
const frontFoot = { x: baseX + 42 + bracing * 18, y: ground };
const backFoot = { x: baseX - 35 - bracing * 23, y: ground };
const hand = u.detached
? { x: shoulder.x + 20, y: shoulder.y + 34 }
: { x: shoulder.x + 42 + bracing * 8, y: shoulder.y + 24 };
return { ground, baseX, lean, hip, shoulder, head, frontFoot, backFoot, hand, bracing };
}
function umbrellaHub(hand) {
if (u.detached) return { x: u.pos.x, y: u.pos.y };
const len = 142;
return {
x: hand.x + Math.sin(u.shaftAngle) * len,
y: hand.y - Math.cos(u.shaftAngle) * len
};
}
function update(dt) {
elapsed += dt;
flash = Math.max(0, flash - dt * 2);
if (heldKeys.ArrowLeft) setDrive(drive - 35 * dt);
if (heldKeys.ArrowRight) setDrive(drive + 35 * dt);
if (!auto) {
userPause -= dt;
if (userPause <= 0) auto = true;
}
if (auto) drive = Math.min(110, drive + dt * (1.1 + drive * .009));
windSlider.value = drive;
const gust = Math.sin(elapsed * 1.5) * (2 + drive * .055)
+ Math.sin(elapsed * 4.1 + 1.2) * (drive > 38 ? 2.8 : .6);
const targetWind = Math.max(0, drive + gust);
actualWind = smooth(actualWind, targetWind, 1.4, dt);
const p = personGeometry(actualWind);
const load = Math.max(0, actualWind * actualWind / 78);
const grip = 38 + p.bracing * 28;
const gustFactor = 1 + Math.max(0, Math.sin(elapsed * 3.1)) * .18;
if (!u.detached) {
const force = load * gustFactor;
const desiredAngle = clamp(force / 145, 0, 1.15) * .72 + u.inverted * .16;
u.shaftVelocity += (desiredAngle - u.shaftAngle) * 13 * dt;
u.shaftVelocity *= Math.exp(-7 * dt);
u.shaftAngle += u.shaftVelocity * dt;
const overload = force - grip;
u.stress += overload * dt * .72;
u.stress -= dt * (10 + p.bracing * 8);
u.stress = clamp(u.stress, 0, 180);
const inversionTarget = u.stress > 50 || actualWind > 69 ? 1 : 0;
u.inversionVelocity += (inversionTarget - u.inverted) * 6.5 * dt;
u.inversionVelocity *= Math.exp(-5 * dt);
u.inverted = clamp(u.inverted + u.inversionVelocity * dt, 0, 1);
if (actualWind > 88 && u.stress > 103 && u.inverted > .75) {
u.detached = true;
const h = umbrellaHub(p.hand);
u.pos.x = h.x; u.pos.y = h.y;
u.vel.x = actualWind * 4.0 + 70;
u.vel.y = -80;
u.spinVel = .8 + actualWind * .025;
u.escapedFor = 0;
}
} else {
u.escapedFor += dt;
const drag = .25 + u.inverted * .18;
u.vel.x += (actualWind * 6.2 - u.vel.x) * drag * dt;
u.vel.y += 185 * dt;
u.vel.y *= Math.exp(-.18 * dt);
u.pos.x += u.vel.x * dt;
u.pos.y += u.vel.y * dt;
u.spinVel += Math.sin(elapsed * 6) * .18 * dt;
u.spin += u.spinVel * dt;
u.inverted = smooth(u.inverted, 1, 2, dt);
if (u.pos.y > H + 240 || u.pos.x > W + 280) {
u.pos.x = -180;
u.pos.y = H * .18;
u.vel.x = actualWind * 5;
u.vel.y = -40;
}
}
speedEl.innerHTML = actualWind.toFixed(1) + ' <small>m/s</small>';
modeEl.textContent = auto ? "AUTO RISING" : "MANUAL HOLD";
if (u.detached) {
stateEl.textContent = "LOST IT. The umbrella is now airborne.";
} else if (u.inverted > .62) {
stateEl.textContent = "FRAME INVERTED — grip is still holding.";
} else if (u.stress > 72) {
stateEl.textContent = "Ribs are loaded. The canopy is about to turn.";
} else if (actualWind > 45) {
stateEl.textContent = "Bracing hard against gusts.";
} else if (actualWind > 20) {
stateEl.textContent = "Canopy flexing in a fresh wind.";
} else {
stateEl.textContent = "A light breeze catches the canopy.";
}
}
function line(x1,y1,x2,y2,color,width=1) {
ctx.beginPath();
ctx.moveTo(x1,y1); ctx.lineTo(x2,y2);
ctx.strokeStyle = color;
ctx.lineWidth = width;
ctx.stroke();
}
function drawBackground() {
const sky = ctx.createLinearGradient(0,0,0,H);
sky.addColorStop(0, "#10263b");
sky.addColorStop(.52, "#29485b");
sky.addColorStop(1, "#6e8079");
ctx.fillStyle = sky;
ctx.fillRect(0,0,W,H);
const haze = ctx.createLinearGradient(0,H*.54,0,H);
haze.addColorStop(0,"rgba(203,226,220,.10)");
haze.addColorStop(1,"rgba(10,25,31,.28)");
ctx.fillStyle = haze;
ctx.fillRect(0,H*.48,W,H*.32);
ctx.fillStyle = "rgba(12,30,37,.52)";
for (let i=0; i<13; i++) {
const x = i * W / 12 - 20;
const h = 25 + ((i * 43) % 95);
ctx.fillRect(x, H*.80-h, W/12+2, h);
if (i % 3 === 0) {
ctx.fillStyle = "rgba(174,204,195,.15)";
ctx.fillRect(x+8, H*.80-h+14, 3, 5);
ctx.fillRect(x+20, H*.80-h+28, 3, 5);
ctx.fillStyle = "rgba(12,30,37,.52)";
}
}
ctx.fillStyle = "#172c2d";
ctx.fillRect(0,H*.80,W,H*.20);
ctx.fillStyle = "rgba(177,202,174,.16)";
ctx.fillRect(0,H*.80,W,2);
}
function drawRain() {
const dx = actualWind * .42;
const dy = 260 + actualWind * 1.6;
const len = 6 + actualWind * .13;
ctx.lineWidth = 1;
for (const r of rain) {
r.y += dy * .0014 * r.z;
r.x += dx * .0014 * r.z / Math.max(W,1);
if (r.y > 1.08 || r.x > 1.08) {
r.y = -Math.random() * .15;
r.x = Math.random() * .18 - .12;
}
const x = r.x * W, y = r.y * H;
ctx.strokeStyle = `rgba(210,239,255,${.12 + r.z*.28})`;
ctx.beginPath();
ctx.moveTo(x,y);
ctx.lineTo(x + dx * .045 * r.z, y + len * r.z);
ctx.stroke();
}
}
function drawPerson(p) {
const stressColor = u.stress > 65 ? "#ffc979" : "#bed6dc";
ctx.lineCap = "round";
ctx.lineJoin = "round";
// Ground shadows and planted feet.
ctx.strokeStyle = "rgba(4,12,14,.4)";
ctx.lineWidth = 10;
line(p.backFoot.x-12,p.ground+2,p.backFoot.x+18,p.ground+2,"rgba(4,12,14,.35)",10);
line(p.frontFoot.x-12,p.ground+2,p.frontFoot.x+18,p.ground+2,"rgba(4,12,14,.35)",10);
// Legs.
const kneeBack = { x: lerp(p.hip.x,p.backFoot.x,.48)-13, y:p.ground-47 };
const kneeFront = { x: lerp(p.hip.x,p.frontFoot.x,.53)+11, y:p.ground-42 };
line(p.hip.x,p.hip.y,kneeBack.x,kneeBack.y,"#182733",13);
line(kneeBack.x,kneeBack.y,p.backFoot.x,p.backFoot.y,"#17232e",12);
line(p.hip.x+4,p.hip.y,kneeFront.x,kneeFront.y,"#243844",14);
line(kneeFront.x,kneeFront.y,p.frontFoot.x,p.frontFoot.y,"#1b2c36",12);
line(p.backFoot.x-6,p.ground,p.backFoot.x+18,p.ground,"#101a21",7);
line(p.frontFoot.x-5,p.ground,p.frontFoot.x+20,p.ground,"#101a21",7);
// Coat torso.
ctx.save();
ctx.translate(p.hip.x,p.hip.y);
ctx.rotate(p.lean);
ctx.fillStyle = "#29495b";
ctx.beginPath();
ctx.moveTo(-25,4); ctx.lineTo(-21,-72); ctx.quadraticCurveTo(0,-89,26,-69);
ctx.lineTo(25,7); ctx.quadraticCurveTo(0,15,-25,4); ctx.fill();
ctx.strokeStyle = "#10202b"; ctx.lineWidth = 2; ctx.stroke();
ctx.restore();
// Head and scarf.
ctx.fillStyle = "#b98263";
ctx.beginPath(); ctx.arc(p.head.x,p.head.y,16,0,Math.PI*2); ctx.fill();
ctx.fillStyle = "#1a222d";
ctx.beginPath(); ctx.arc(p.head.x-3,p.head.y-7,17,Math.PI*.9,Math.PI*2.05); ctx.fill();
line(p.shoulder.x-8,p.shoulder.y-5,p.shoulder.x+19,p.shoulder.y+5,"#dba259",7);
// Rear arm fights the front arm.
const elbow = { x:p.shoulder.x+22, y:p.shoulder.y+42 };
line(p.shoulder.x,p.shoulder.y,elbow.x,elbow.y,"#203947",11);
line(elbow.x,elbow.y,p.hand.x,p.hand.y,"#203947",10);
if (!u.detached) {
line(p.shoulder.x+9,p.shoulder.y+2,p.hand.x,p.hand.y,stressColor,8);
ctx.fillStyle = "#d7a179";
ctx.beginPath(); ctx.arc(p.hand.x,p.hand.y,6,0,Math.PI*2); ctx.fill();
} else {
line(p.shoulder.x+9,p.shoulder.y+2,p.hand.x,p.hand.y,"#203947",8);
ctx.fillStyle = "#d7a179";
ctx.beginPath(); ctx.arc(p.hand.x,p.hand.y,6,0,Math.PI*2); ctx.fill();
}
}
function transformPoint(hub, x, y, angle) {
const c = Math.cos(angle), s = Math.sin(angle);
return { x: hub.x + x*c - y*s, y: hub.y + x*s + y*c };
}
function drawUmbrella(hand) {
const hub = umbrellaHub(hand);
const angle = u.detached ? u.spin : u.shaftAngle;
const inv = u.inverted;
const scale = 1 + clamp(u.stress / 180, 0, .12);
const pts = [];
for (let i=0; i<=12; i++) {
const t = i / 12;
const x = (t-.5) * 226 * scale;
const arch = 1 - Math.pow(Math.abs(t-.5)*2, 1.72);
const normalY = 27 - arch * 61;
const insideOutY = -22 + arch * 66;
const windwardFlatten = (1-t) * clamp(actualWind/105,0,.35) * 22;
const y = lerp(normalY, insideOutY, inv) + windwardFlatten;
pts.push(transformPoint(hub,x,y,angle));
}
if (!u.detached) {
line(hand.x,hand.y,hub.x,hub.y,"#18212a",7);
line(hand.x,hand.y,hub.x,hub.y,"#a5bdc4",2);
const hook = transformPoint(hand, 0, 0, u.shaftAngle);
ctx.strokeStyle = "#a5bdc4"; ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(hand.x + 8, hand.y + 10, 9, .2, Math.PI*1.2);
ctx.stroke();
}
// Canopy fabric.
ctx.beginPath();
ctx.moveTo(pts[0].x,pts[0].y);
for (let i=1;i<pts.length;i++) {
const a = pts[i-1], b = pts[i];
const mx=(a.x+b.x)/2, my=(a.y+b.y)/2;
ctx.quadraticCurveTo(a.x,a.y,mx,my);
}
ctx.lineTo(pts[pts.length-1].x,pts[pts.length-1].y);
ctx.lineTo(hub.x,hub.y + (inv ? 17 : 12));
ctx.closePath();
const fabric = ctx.createLinearGradient(hub.x-100,hub.y-45,hub.x+120,hub.y+45);
fabric.addColorStop(0, inv > .5 ? "#d06b6b" : "#315c78");
fabric.addColorStop(.48, inv > .5 ? "#e28a77" : "#4d89a7");
fabric.addColorStop(1, inv > .5 ? "#a84b59" : "#234760");
ctx.fillStyle = fabric;
ctx.fill();
ctx.strokeStyle = inv > .5 ? "#6c2636" : "#142d3e";
ctx.lineWidth = 3;
ctx.stroke();
// Loaded radial frame.
for (let i=0;i<pts.length;i+=2) {
const end = pts[i];
const bowX = lerp(hub.x,end.x,.54) + Math.cos(angle) * (inv ? -4 : 4);
const bowY = lerp(hub.y,end.y,.54) + Math.sin(angle) * (inv ? -4 : 4);
ctx.strokeStyle = u.stress > 72 ? "#ffd084" : "#b8d5dc";
ctx.lineWidth = 1.25;
ctx.beginPath();
ctx.moveTo(hub.x,hub.y);
ctx.quadraticCurveTo(bowX,bowY,end.x,end.y);
ctx.stroke();
}
ctx.fillStyle = "#d7edf0";
ctx.beginPath(); ctx.arc(hub.x,hub.y,4.5,0,Math.PI*2); ctx.fill();
if (u.stress > 55 && !u.detached) {
ctx.strokeStyle = `rgba(255,189,106,${clamp((u.stress-50)/75,0,.9)})`;
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(hub.x,hub.y,15 + Math.sin(elapsed*15)*2,0,Math.PI*2);
ctx.stroke();
}
}
function drawWind() {
const alpha = clamp(actualWind / 120, .05, .42);
ctx.strokeStyle = `rgba(221,245,255,${alpha})`;
ctx.lineWidth = 1.2;
const count = Math.floor(4 + actualWind / 8);
for (let i=0; i<count; i++) {
const y = H*.12 + ((i * 71 + elapsed*47*(i%2?1:-1)) % (H*.65));
const x = ((i*163 + elapsed*(80+actualWind*2)) % (W+180)) - 120;
const len = 28 + actualWind * .75;
ctx.beginPath();
ctx.moveTo(x,y);
ctx.bezierCurveTo(x+len*.3,y-4,x+len*.65,y+3,x+len,y-2);
ctx.stroke();
}
}
function render() {
drawBackground();
drawWind();
drawRain();
const p = personGeometry(actualWind);
drawPerson(p);
drawUmbrella(p.hand);
if (flash > 0) {
ctx.fillStyle = `rgba(220,250,255,${flash*.10})`;
ctx.fillRect(0,0,W,H);
}
}
function frame(now) {
const dt = Math.min(.035, (now-last)/1000 || .016);
last = now;
update(dt);
render();
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
})();
</script>
</body>
</html>
It looks convincing at the readable, toy-physics level: wind ramps up automatically, rain slants with it, the person leans and widens their stance, the shaft is wrenched downwind, ribs visibly load, the canopy progressively flattens and reverses, and a sufficiently bad gale can strip the umbrella away. It is wrong in several familiar umbrella ways: the canopy is effectively a two-dimensional sheet rather than a true rotating 3D cup, wind always comes from one horizontal direction instead of changing with turbulent gusts, the person’s hands never realistically slip one at a time, and the inversion threshold is deliberately stable enough to be playable rather than as annoyingly abrupt and asymmetric as a real cheap umbrella.