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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.
In code the canopy is a single elastic arc sampled at 25 points across its diameter, with its height, flattening and left-right asymmetry driven by a flex parameter and its curvature driven by a separate inversion parameter, plus eight rib lines drawn from hub to rim so the deformation reads as frame load rather than a rigid disc; inversion is a continuous state variable inv from 0 (dome up) to 1 (dome flipped to a bowl, centre below the rim) with hysteresis in its labelling, and it is decided by aerodynamic load — roughly proportional to the square of the effective wind including gusts and the canopy's angle to the flow — exceeding a buckling threshold, which accelerates inv toward 1, while a load falling below about half that threshold lets the bistable arc snap back toward 0, and a sustained load above a higher grip threshold accumulates grip stress until the shaft detaches and the umbrella becomes a free tumbling body.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>Crouton Alpha — Umbrella in a Gale</title>
<style>
html,body{margin:0;height:100%;background:#0d141c;overflow:hidden;font-family:system-ui,Arial,sans-serif;color:#e8eef4}
#c{display:block;width:100vw;height:100vh}
.panel{position:fixed;left:12px;top:12px;background:rgba(10,16,24,.78);border:1px solid rgba(255,255,255,.14);border-radius:12px;padding:12px 14px;backdrop-filter:blur(4px);max-width:340px}
.wind{font-size:42px;line-height:1;font-weight:800;letter-spacing:.5px}
.wind small{font-size:14px;font-weight:600;opacity:.8}
.label{font-size:11px;text-transform:uppercase;letter-spacing:.12em;opacity:.75;margin-top:2px}
.row{display:flex;gap:8px;align-items:center;margin-top:10px;flex-wrap:wrap}
input[type=range]{flex:1;min-width:160px}
button{background:#1e3248;color:#fff;border:1px solid rgba(255,255,255,.2);border-radius:8px;padding:7px 10px;cursor:pointer}
button:hover{background:#2a4562}
.bar{height:8px;background:rgba(255,255,255,.12);border-radius:99px;overflow:hidden;margin-top:4px}
.bar>i{display:block;height:100%;width:0%;background:#7ec8ff}
.bar.grip>i{background:#ffb35c}
.state{margin-top:10px;font-size:14px}
.state b{color:#ffd166}
.keys{position:fixed;right:12px;bottom:12px;background:rgba(10,16,24,.7);padding:8px 10px;border-radius:10px;font-size:12px;opacity:.9;border:1px solid rgba(255,255,255,.12)}
label{font-size:13px}
</style>
</head>
<body>
<canvas id="c"></canvas>
<div class="panel">
<div class="label">Wind speed</div>
<div class="wind"><span id="wval">0.0</span> <small>m/s · <span id="wkmh">0</span> km/h</small></div>
<div id="beau" class="label">Calm</div>
<div class="row">
<input id="slider" type="range" min="0" max="38" step="0.1" value="2">
</div>
<div class="row">
<button id="gust">Gust!</button>
<button id="reset">New umbrella (R)</button>
<label><input id="auto" type="checkbox" checked> wind rising</label>
<label><input id="rainOn" type="checkbox" checked> rain</label>
</div>
<div class="label" style="margin-top:12px">Canopy load</div>
<div class="bar"><i id="loadbar"></i></div>
<div class="label" style="margin-top:8px">Grip stress</div>
<div class="bar grip"><i id="gripbar"></i></div>
<div class="state" id="state">Canopy: <b>normal</b></div>
</div>
<div class="keys">↑ / ↓ or W / S: wind · Space: gust · R: reset umbrella</div>
<script>
"use strict";
const cv=document.getElementById('c'), ctx=cv.getContext('2d');
let W=0,H=0,DPR=1;
function resize(){DPR=Math.min(2,window.devicePixelRatio||1);W=innerWidth;H=innerHeight;cv.width=W*DPR;cv.height=H*DPR;cv.style.width=W+'px';cv.style.height=H+'px';ctx.setTransform(DPR,0,0,DPR,0,0);}
addEventListener('resize',resize);resize();
const $=id=>document.getElementById(id);
const slider=$('slider'), wval=$('wval'), wkmh=$('wkmh'), beau=$('beau'), loadbar=$('loadbar'), gripbar=$('gripbar'), stateEl=$('state');
let wind=2, gust=0, gustVel=0, t=0;
let inv=0, invVel=0, inverted=false, flex=0;
let grip=0, attached=true;
let phi=-0.12, phiVel=0; // shaft tilt, + to right (downwind)
let lean=0, leanVel=0, crouch=0;
let handWrench={x:0,y:0};
let free=null; // detached umbrella {x,y,vx,vy,a,va}
let shuffle=0;
function beaufort(v){
if(v<0.3)return'Calm'; if(v<1.6)return'Light air'; if(v<3.4)return'Light breeze';
if(v<5.5)return'Gentle breeze'; if(v<8)return'Fresh breeze'; if(v<10.8)return'Strong breeze';
if(v<13.9)return'Near gale'; if(v<17.2)return'Gale'; if(v<20.8)return'Strong gale';
if(v<24.5)return'Storm'; if(v<28.5)return'Violent storm'; return'Hurricane force';
}
function windEff(){
const noise=Math.sin(t*1.7)*0.6+Math.sin(t*4.3+1)*0.35+Math.sin(t*9.1)*0.15;
return Math.max(0, wind + gust + noise*Math.min(2,wind*0.12));
}
// Rain
const drops=[]; for(let i=0;i<650;i++)drops.push({x:Math.random()*2000,y:Math.random()*1200,s:0.7+Math.random()*0.7});
const streaks=[]; for(let i=0;i<70;i++)streaks.push({x:Math.random()*2000,y:Math.random()*800,l:40+Math.random()*90,sp:0.5+Math.random()});
function canopyPoints(cx,cy,angle,R,D,invV,flexV){
const pts=[]; const ca=Math.cos(angle), sa=Math.sin(angle);
// local: x across canopy, y up the dome (perpendicular to shaft, shaft points up)
for(let i=0;i<=24;i++){
const tt=-1+2*i/24;
let x=tt*R;
let y=D*(1-tt*tt)*(1-2*invV);
y += flexV * (tt*tt*tt) * D * 0.9; // trailing edge lift / leading depression
y += flexV * Math.sin(tt*Math.PI) * D * 0.15;
x += flexV * tt * R * 0.08;
// world: rotate local (x,y) by angle; shaft dir is (sin a, -cos a), across is (cos a, sin a)
const wx=cx + x*ca + y*sa;
const wy=cy + x*sa - y*ca;
pts.push([wx,wy,tt]);
}
return pts;
}
function drawUmbrella(cx,cy,angle,R,D,invV,flexV,alpha){
ctx.save(); ctx.globalAlpha=alpha==null?1:alpha;
const pts=canopyPoints(cx,cy,angle,R,D,invV,flexV);
// canopy fill
ctx.beginPath(); ctx.moveTo(pts[0][0],pts[0][1]);
for(const p of pts)ctx.lineTo(p[0],p[1]);
ctx.closePath();
const g=ctx.createLinearGradient(cx-R,cy-D,cx+R,cy+D);
g.addColorStop(0,'#c0392b'); g.addColorStop(0.5,'#e74c3c'); g.addColorStop(1,'#922b21');
ctx.fillStyle=g; ctx.fill();
ctx.strokeStyle='rgba(0,0,0,.35)'; ctx.lineWidth=1.5; ctx.stroke();
// underside shading when inverted
if(invV>0.4){ctx.fillStyle='rgba(0,0,0,.18)';ctx.fill();}
// ribs
ctx.strokeStyle='rgba(20,20,20,.65)'; ctx.lineWidth=1.6;
const hub=[cx+Math.sin(angle)*6, cy-Math.cos(angle)*6];
for(let i=0;i<=24;i+=3){ctx.beginPath();ctx.moveTo(hub[0],hub[1]);ctx.lineTo(pts[i][0],pts[i][1]);ctx.stroke();}
// rim
ctx.strokeStyle='#5d1a12'; ctx.lineWidth=2.5;
ctx.beginPath(); ctx.moveTo(pts[0][0],pts[0][1]); for(const p of pts)ctx.lineTo(p[0],p[1]); ctx.stroke();
// scallops
ctx.fillStyle='rgba(0,0,0,.15)';
for(let i=0;i<24;i+=4){const a=pts[i],b=pts[i+4];ctx.beginPath();ctx.moveTo(a[0],a[1]);ctx.lineTo(b[0],b[1]);ctx.quadraticCurveTo((a[0]+b[0])/2+Math.sin(angle)*6,(a[1]+b[1])/2-Math.cos(angle)*6,(a[0]+b[0])/2,(a[1]+b[1])/2);ctx.fill();}
ctx.restore();
}
function detach(){
if(!attached)return; attached=false;
const hand=lastHand, C=lastCanopy;
free={x:C[0],y:C[1],vx:windEff()*14+40,vy:-60-Math.random()*40,a:phi,va:2+Math.random()*2};
grip=0;
}
function resetUmbrella(){attached=true;free=null;inv=0;invVel=0;inverted=false;grip=0;phi=-0.12;phiVel=0;}
let lastHand=[0,0], lastCanopy=[0,0];
$('gust').onclick=()=>{gustVel+=7+Math.random()*5;};
$('reset').onclick=resetUmbrella;
slider.addEventListener('input',()=>{wind=parseFloat(slider.value);});
addEventListener('keydown',e=>{
if(e.key==='ArrowUp'||e.key==='w'||e.key==='W'){wind=Math.min(38,wind+1);e.preventDefault();}
if(e.key==='ArrowDown'||e.key==='s'||e.key==='S'){wind=Math.max(0,wind-1);e.preventDefault();}
if(e.code==='Space'){gustVel+=8;e.preventDefault();}
if(e.key==='r'||e.key==='R')resetUmbrella();
});
let last=performance.now();
function frame(now){
const dt=Math.min(0.033,(now-last)/1000); last=now; t+=dt;
const v=windEff();
// gust spring
gustVel+=-gust*2.2*dt - gustVel*1.4*dt; gust+=gustVel*dt; if(gust<0)gust*=0.9;
// auto rise
if($('auto').checked){wind=Math.min(38,wind+dt*0.28); slider.value=wind;}
slider.value=wind;
// load: pressure ~ v^2, incidence from shaft tilt
const incidence=0.55+0.65*Math.abs(Math.sin(phi+0.35));
const load=Math.pow(v/16,2)*incidence; // 1.0 ~ buckling
flex += ((Math.min(1.4,load*0.9))-flex)*Math.min(1,dt*6);
// inversion dynamics (bistable-ish)
const crit=1.0;
if(!inverted){
if(load>crit) invVel+=(load-crit)*4.5*dt;
else invVel+=(-inv*3 - invVel*2)*dt*2;
}else{
if(load<0.55) invVel+=-(0.55-load)*5*dt;
else invVel+=((1-inv)*2 - invVel*1.5)*dt;
}
invVel*=Math.pow(0.12,dt); inv+=invVel*dt*3;
if(inv>1){inv=1;invVel=0;} if(inv<0){inv=0;invVel=0;}
if(inv>0.62)inverted=true; if(inv<0.38)inverted=false;
// grip / detachment
if(attached){
if(load>1.25) grip+=dt*(load-1.0)*0.9; else grip=Math.max(0,grip-dt*0.5);
if(load>2.6 && Math.random()<dt*2) grip+=dt*3;
if(grip>1.15) detach();
}
// umbrella wrench: wind torque vs person counter-torque
if(attached){
const torque=(load-0.25)*1.6 - phi*2.2 - phiVel*1.2;
phiVel+=torque*dt*2.2; phi+=phiVel*dt;
phi=Math.max(-0.7,Math.min(1.15,phi));
handWrench.x += ((Math.min(46,load*26))-handWrench.x)*dt*4;
handWrench.y += ((Math.min(26,load*14))-handWrench.y)*dt*4;
}else{
handWrench.x*=Math.pow(0.01,dt); handWrench.y*=Math.pow(0.01,dt);
phi+=phiVel*dt*0.2;
}
// person compensation
const leanTarget=-Math.min(0.48, v*0.016) - (attached?load*0.05:0);
leanVel+=(leanTarget-lean)*dt*5 - leanVel*dt*4; lean+=leanVel*dt;
crouch += ((Math.min(22,v*0.7))-crouch)*dt*3;
if(v>19) shuffle+=dt*(v-16); else shuffle*=0.9;
// free umbrella physics
if(free){
free.vy+=620*dt; free.vx+= (v*16 - free.vx)*dt*1.2; free.vy+=(-30-free.vy)*dt*0.3;
free.x+=free.vx*dt; free.y+=free.vy*dt; free.a+=free.va*dt; free.va+= (v*0.05- free.va)*dt*0.5;
const ground=H*0.84;
if(free.y>ground-10){free.y=ground-10; free.vy*=-0.25; free.vx*=0.6; free.va*=0.5; if(Math.abs(free.vy)<20)free.vy=0;}
if(free.x>W+220||free.x<-260) free=null;
}
draw(v,load);
// HUD
wval.textContent=v.toFixed(1); wkmh.textContent=Math.round(v*3.6); beau.textContent=beaufort(v)+' · gust '+(gust>=0?'+':'')+gust.toFixed(1);
loadbar.style.width=Math.min(100,load*55)+'%'; gripbar.style.width=Math.min(100,grip*85)+'%';
stateEl.innerHTML = !attached ? 'Canopy: <b>GONE — wrenched away!</b>'
: inverted ? 'Canopy: <b>INVERTED inside-out</b>'
: load>0.85 ? 'Canopy: <b>flexing, frame loaded</b>' : 'Canopy: <b>normal</b>';
requestAnimationFrame(frame);
}
function draw(v,load){
const ground=H*0.84;
// sky
const sky=ctx.createLinearGradient(0,0,0,ground);
sky.addColorStop(0,'#2c3e50'); sky.addColorStop(0.6,'#4a5a6a'); sky.addColorStop(1,'#7a8a96');
ctx.fillStyle=sky; ctx.fillRect(0,0,W,ground+2);
// clouds
ctx.fillStyle='rgba(20,28,38,.55)';
for(let i=0;i<6;i++){const cx=((i*340 - t*(20+v*6))%(W+400)+W+400)%(W+400)-200; const cy=40+i*28%120;
ctx.beginPath(); ctx.ellipse(cx,cy,150,26,0,0,7); ctx.ellipse(cx+80,cy+8,110,20,0,0,7); ctx.fill();}
// distant buildings / lamp bending
ctx.fillStyle='rgba(15,22,30,.7)';
for(let i=0;i<8;i++){const bx=i*180-40, bh=90+((i*37)%70); ctx.fillRect(bx,ground-bh,110,bh);}
// lamp post bending with wind
const lampX=W*0.78, bend=Math.min(28,v*0.9);
ctx.strokeStyle='#111'; ctx.lineWidth=5; ctx.beginPath(); ctx.moveTo(lampX,ground); ctx.quadraticCurveTo(lampX+bend*0.3,ground-150,lampX+bend,ground-190); ctx.stroke();
ctx.fillStyle='#ffe9a8'; ctx.beginPath(); ctx.arc(lampX+bend+8,ground-186,7,0,7); ctx.fill();
// ground
ctx.fillStyle='#2f3b46'; ctx.fillRect(0,ground,W,H-ground);
ctx.fillStyle='rgba(255,255,255,.06)'; ctx.fillRect(0,ground,W,3);
// puddles
ctx.fillStyle='rgba(160,190,220,.18)';
for(let i=0;i<5;i++){ctx.beginPath();ctx.ellipse((i*260+80)%W,ground+18+i*14,90,7,0,0,7);ctx.fill();}
// wind streaks
ctx.strokeStyle='rgba(255,255,255,.22)'; ctx.lineWidth=1.2;
for(const s of streaks){s.x+= (v*22+60)*s.sp*0.016; if(s.x>W+120){s.x=-120;s.y=Math.random()*ground*0.8;}
ctx.beginPath();ctx.moveTo(s.x,s.y);ctx.lineTo(s.x+s.l*(0.4+v*0.05),s.y);ctx.stroke();}
// ---- person ----
const px=W*0.36 + Math.sin(shuffle)* (v>19?4:0);
const scale=Math.min(W,H)/520+0.55;
const hip=[px, ground-78*scale+crouch*0.4];
const torsoLen=62*scale;
const shoulder=[hip[0]+Math.sin(lean)*torsoLen, hip[1]-Math.cos(lean)*torsoLen];
const head=[shoulder[0]+Math.sin(lean)*22*scale-6*scale, shoulder[1]-Math.cos(lean)*22*scale-10*scale];
const footF=[px-34*scale+Math.sin(shuffle)*6, ground]; // braced front (into wind, left)
const footB=[px+30*scale, ground];
const kneeF=[(hip[0]+footF[0])/2-8*scale, (hip[1]+footF[1])/2+6*scale];
const kneeB=[(hip[0]+footB[0])/2+10*scale, (hip[1]+footB[1])/2+4*scale];
// nominal hand (in front, up-left)
const nominal=[shoulder[0]-34*scale, shoulder[1]-34*scale];
const hand=[nominal[0]+handWrench.x*scale, nominal[1]+handWrench.y*scale];
lastHand=hand;
// shaft & canopy
const shaftLen=118*scale;
const shaftDir=[Math.sin(phi),-Math.cos(phi)];
const canopyC=[hand[0]+shaftDir[0]*shaftLen, hand[1]+shaftDir[1]*shaftLen];
lastCanopy=canopyC;
const R=92*scale, D=42*scale*(1-flex*0.25);
// legs
ctx.strokeStyle='#1c2733'; ctx.lineWidth=11*scale; ctx.lineCap='round';
ctx.beginPath();ctx.moveTo(hip[0],hip[1]);ctx.lineTo(kneeF[0],kneeF[1]);ctx.lineTo(footF[0],footF[1]);ctx.stroke();
ctx.strokeStyle='#243447'; ctx.beginPath();ctx.moveTo(hip[0],hip[1]);ctx.lineTo(kneeB[0],kneeB[1]);ctx.lineTo(footB[0],footB[1]);ctx.stroke();
// boots
ctx.strokeStyle='#0d0d0d'; ctx.lineWidth=6*scale;
ctx.beginPath();ctx.moveTo(footF[0],footF[1]);ctx.lineTo(footF[0]-12*scale,footF[1]);ctx.stroke();
ctx.beginPath();ctx.moveTo(footB[0],footB[1]);ctx.lineTo(footB[0]+12*scale,footB[1]);ctx.stroke();
// coat / torso
ctx.strokeStyle='#34495e'; ctx.lineWidth=20*scale;
ctx.beginPath();ctx.moveTo(hip[0],hip[1]);ctx.lineTo(shoulder[0],shoulder[1]);ctx.stroke();
ctx.fillStyle='#34495e'; ctx.beginPath();ctx.ellipse((hip[0]+shoulder[0])/2,(hip[1]+shoulder[1])/2,16*scale,34*scale,lean,0,7);ctx.fill();
// head + hat
ctx.fillStyle='#e8b88a'; ctx.beginPath();ctx.arc(head[0],head[1],11*scale,0,7);ctx.fill();
ctx.fillStyle='#222'; ctx.beginPath();ctx.ellipse(head[0]-2*scale,head[1]-9*scale,13*scale,4*scale,lean,0,7);ctx.fill();
// arm to hand (or dangling if gone)
const elbow=[(shoulder[0]+hand[0])/2-6*scale,(shoulder[1]+hand[1])/2+16*scale];
ctx.strokeStyle='#34495e'; ctx.lineWidth=9*scale;
ctx.beginPath();ctx.moveTo(shoulder[0],shoulder[1]);ctx.lineTo(elbow[0],elbow[1]);ctx.lineTo(hand[0],hand[1]);ctx.stroke();
ctx.fillStyle='#e8b88a'; ctx.beginPath();ctx.arc(hand[0],hand[1],5*scale,0,7);ctx.fill();
// scarf flapping
ctx.strokeStyle='#c0392b'; ctx.lineWidth=5*scale;
const flap=Math.sin(t*10)* (4+v*0.6);
ctx.beginPath();ctx.moveTo(head[0]+4*scale,head[1]+8*scale);ctx.quadraticCurveTo(head[0]+30*scale+v*2,head[1]+10*scale+flap,head[0]+52*scale+v*3,head[1]+6*scale+flap*1.4);ctx.stroke();
// umbrella (attached)
if(attached){
// shaft
ctx.strokeStyle='#111'; ctx.lineWidth=4*scale;
ctx.beginPath();ctx.moveTo(hand[0],hand[1]);ctx.lineTo(canopyC[0],canopyC[1]);ctx.stroke();
// handle crook
ctx.beginPath();ctx.arc(hand[0]-6*scale,hand[1]-2*scale,6*scale,0,Math.PI*1.2);ctx.stroke();
drawUmbrella(canopyC[0],canopyC[1],phi,R,D,inv,flex,1);
// tip
ctx.strokeStyle='#111';ctx.lineWidth=3*scale;ctx.beginPath();ctx.moveTo(canopyC[0],canopyC[1]);ctx.lineTo(canopyC[0]+shaftDir[0]*16*scale,canopyC[1]+shaftDir[1]*16*scale);ctx.stroke();
}
// free umbrella
if(free){
const a=free.a;
ctx.strokeStyle='#111';ctx.lineWidth=4*scale;
ctx.beginPath();ctx.moveTo(free.x-Math.sin(a)*40,free.y+Math.cos(a)*40);ctx.lineTo(free.x+Math.sin(a)*40,free.y-Math.cos(a)*40);ctx.stroke();
drawUmbrella(free.x,free.y,a,R,D,Math.max(inv,0.7),flex,0.95);
}
// rain (on top, wind-blown)
if($('rainOn').checked){
ctx.strokeStyle='rgba(180,210,240,.55)'; ctx.lineWidth=1.1;
const rvx=v*18, rvy=380+v*6;
for(const d of drops){
d.x+=rvx*d.s*0.016; d.y+=rvy*d.s*0.016;
if(d.y>ground){d.y=-20;d.x=Math.random()*W;}
if(d.x>W+30){d.x=-30;}
const len=10+d.s*8;
ctx.beginPath();ctx.moveTo(d.x,d.y);ctx.lineTo(d.x-rvx*0.02,d.y-len);ctx.stroke();
}
}
// splash rings
if($('rainOn').checked && v>3){
ctx.strokeStyle='rgba(200,220,240,.3)';
for(let i=0;i<12;i++){const sx=(i*173+t*40)%W, sy=ground+10+((i*29)%50);
ctx.beginPath();ctx.ellipse(sx,sy,6+((t*30+i*7)%10),2,0,0,7);ctx.stroke();}
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requestAnimationFrame(frame);
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Where it looks right: the rain shears over with the wind and streaks lengthen with speed, the person leans, crouches and shuffles into the wind, the shaft is visibly wrenched downwind, the canopy flattens and its trailing edge lifts before it gives, inversion snaps rather than easing, and once the grip fails the umbrella really does tear away, tumble, bounce on the wet ground and slide — after which the empty hand drops and the person stops bracing for a load that is no longer there.
Where it looks wrong, and I know it: a real umbrella inverts rib-by-rib and asymmetrically, often with one panel popping first and the whole thing then flapping and shedding water, whereas mine inverts as one clean symmetric arc; a real canopy also spills air sideways and twists around the shaft, which I do not model, so mine holds a load a real one would have spilled; the person is a side-view stick figure with no true foot slip, no two-handed grip, no stepping, and no moment where they let go voluntarily before being wrenched; the wind is a single number with synthetic gusts, not a turbulent field, so rain, lamp and scarf all agree too neatly; and the detachment is a threshold on accumulated stress, not the sudden jerk, wrist twist and loss of footing that actually takes an umbrella out of your hand — expect yours to feel more binary and more forgiving than the real thing, and the recovery (wind dropping and the canopy popping back) to be tidier than a bent frame ever manages.