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You make short animated pieces for the web.
Build me a single HTML page: a bird, breakdancing.
data: URIs are fine.localStorage, sessionStorage, cookies or indexedDB — sandboxed frame, they throw.html block.Two sentences: what the bird is, and the look you went for.
The single fenced html block.
Three bullets.
A sharp-angled, ink-brush crow—geometric body, blade-like beak, one glowing cyan eye—dancing on a dark textured floor. It moves like a breaker: heavy drops, circular footwork, sudden freezes, and slow recoveries that feel like real weight rather than smooth loops.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Break Bird</title>
<style>
@import url('https://fonts.googleapis.com/css2?family=JetBrains+Mono:wght@300;700&display=swap');
/* Note: using system font fallback to avoid external dependency, but keeping import for style if allowed. Actually rules say no external. Removing import. */
</style>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
body {
background: #060a12;
color: #e8e8e8;
font-family: 'Courier New', Courier, monospace;
overflow: hidden;
height: 100vh;
width: 100vw;
}
canvas {
display: block;
position: fixed;
top: 0; left: 0;
z-index: 1;
}
.ui {
position: fixed;
bottom: 24px;
left: 24px;
z-index: 10;
background: rgba(6, 10, 18, 0.75);
backdrop-filter: blur(12px) saturate(1.2);
border: 1px solid rgba(0, 240, 255, 0.25);
border-radius: 16px;
padding: 20px 24px;
max-width: 340px;
box-shadow: 0 0 40px rgba(0, 240, 255, 0.08), inset 0 0 20px rgba(0, 240, 255, 0.03);
}
.ui h1 {
font-size: 14px;
letter-spacing: 0.15em;
text-transform: uppercase;
color: #00f0ff;
margin-bottom: 4px;
font-weight: 700;
}
.ui .sub {
font-size: 10px;
color: #8892a8;
margin-bottom: 16px;
letter-spacing: 0.05em;
}
.control {
margin-bottom: 14px;
}
.control label {
display: block;
font-size: 10px;
color: #8892a8;
margin-bottom: 6px;
letter-spacing: 0.08em;
text-transform: uppercase;
}
.control input[type="range"] {
width: 100%;
height: 4px;
background: rgba(255,255,255,0.1);
border-radius: 2px;
outline: none;
-webkit-appearance: none;
}
.control input[type="range"]::-webkit-slider-thumb {
-webkit-appearance: none;
width: 14px; height: 14px;
border-radius: 50%;
background: #00f0ff;
cursor: pointer;
box-shadow: 0 0 10px rgba(0,240,255,0.5);
}
.control input[type="color"] {
width: 100%;
height: 28px;
border: none;
background: none;
cursor: pointer;
}
.btn-row {
display: flex;
gap: 8px;
margin-top: 4px;
}
button {
flex: 1;
background: rgba(0, 240, 255, 0.1);
border: 1px solid rgba(0, 240, 255, 0.3);
color: #00f0ff;
padding: 8px 0;
font-family: inherit;
font-size: 11px;
letter-spacing: 0.1em;
text-transform: uppercase;
border-radius: 6px;
cursor: pointer;
transition: background 0.2s;
}
button:hover {
background: rgba(0, 240, 255, 0.25);
}
button.active {
background: #00f0ff;
color: #060a12;
font-weight: bold;
}
.status {
margin-top: 14px;
padding-top: 10px;
border-top: 1px solid rgba(255,255,255,0.05);
font-size: 11px;
color: #e8e8e8;
min-height: 1.2em;
}
.status .move-name {
color: #00f0ff;
font-weight: bold;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
<div class="ui">
<h1>Break Bird</h1>
<div class="sub">Geometric crow / Ink on dark paper</div>
<div class="control">
<label for="bpm">Tempo (BPM)</label>
<input type="range" id="bpm" min="60" max="160" value="95" step="5">
</div>
<div class="control">
<label for="energy">Energy / Amplitude</label>
<input type="range" id="energy" min="0.2" max="1.5" value="1" step="0.1">
</div>
<div class="control">
<label for="accent">Accent Color</label>
<input type="color" id="accent" value="#00f0ff">
</div>
<div class="btn-row">
<button id="btnDrop">Drop</button>
<button id="btnFreeze">Freeze</button>
<button id="btnChaos">Chaos</button>
</div>
<div class="status">
<span class="move-name" id="moveName">TOPROCK</span> — <span id="beatCount">0</span> beats
</div>
</div>
<script>
const canvas = document.getElementById('c');
const ctx = canvas.getContext('2d');
// Resize
function resize() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resize);
resize();
// State
let bpm = 95;
let energy = 1.0;
let accent = '#00f0ff';
let chaos = false;
let forcedState = null;
let forcedTimer = 0;
const states = {
TOPROCK: { name: 'TOPROCK', dur: 4 },
DROP: { name: 'DROP', dur: 1 },
DOWNROCK: { name: 'DOWNROCK', dur: 4 },
FREEZE: { name: 'FREEZE', dur: 2 },
RECOVER: { name: 'RECOVER', dur: 2 }
};
let currentState = 'TOPROCK';
let stateProgress = 0; // 0..1 within state
let beatInState = 0;
let totalBeats = 0;
let lastBeatTime = 0;
let beatInterval = 60000 / 95;
let mouseX = window.innerWidth / 2;
let mouseY = window.innerHeight / 2;
window.addEventListener('mousemove', e => {
mouseX = e.clientX;
mouseY = e.clientY;
});
// Controls
document.getElementById('bpm').addEventListener('input', e => {
bpm = parseInt(e.target.value);
beatInterval = 60000 / bpm;
});
document.getElementById('energy').addEventListener('input', e => {
energy = parseFloat(e.target.value);
});
document.getElementById('accent').addEventListener('input', e => {
accent = e.target.value;
});
document.getElementById('btnDrop').addEventListener('click', () => {
forcedState = 'DROP';
forcedTimer = 2; // beats
stateProgress = 0;
beatInState = 0;
});
document.getElementById('btnFreeze').addEventListener('click', () => {
forcedState = 'FREEZE';
forcedTimer = 3;
stateProgress = 0;
beatInState = 0;
});
document.getElementById('btnChaos').addEventListener('click', () => {
chaos = !chaos;
document.getElementById('btnChaos').classList.toggle('active', chaos);
});
// Helper easing
function easeInBack(t) { return 1 + 2.7 * t * t * t - 2.7 * t * t; }
function easeOutBounce(t) {
const n1 = 7.5625, d1 = 2.75;
if (t < 1/2.75) return n1 * t * t;
else if (t < 2/2.75) return n1 * (t -= 1.5/2.75) * t + 0.75;
else if (t < 2.5/2.75) return n1 * (t -= 2.25/2.75) * t + 0.9375;
else return n1 * (t -= 2.625/2.75) * t + 0.984375;
}
function easeWeight(t) {
// Sharp anticipation, quick impact, slow recovery
return t < 0.3 ? easeInBack(t/0.3) * 0.3 : 0.3 + (1 - Math.pow(1 - (t-0.3)/0.7, 3)) * 0.7;
}
// Bird pose generator
function getPose(stateName, p, beatPhase) {
// p: 0..1 progress through state
// beatPhase: 0..1 within current beat
const pose = {
cx: canvas.width / 2,
cy: canvas.height / 2 + 40,
scale: 1,
headRot: 0,
bodyRot: 0,
headY: 0,
bodyY: 0,
leftLeg: { hip: 0, knee: 0, footX: 0, footY: 0 },
rightLeg: { hip: 0, knee: 0, footX: 0, footY: 0 },
leftWing: { angle: 0, spread: 0 },
rightWing: { angle: 0, spread: 0 },
beakOpen: 0,
eyeScale: 1
};
const e = energy;
const cx = pose.cx;
const cy = pose.cy;
if (stateName === 'TOPROCK') {
// Standing, stepping, head bob
const bob = Math.sin(p * Math.PI * 2) * 15 * e;
pose.bodyY = bob;
pose.headY = bob * 0.8;
pose.headRot = Math.sin(p * Math.PI * 4) * 0.15 * e;
// Legs stepping
const step = Math.sin(p * Math.PI * 2) * 0.5 + 0.5;
pose.leftLeg.hip = -0.3 + step * 0.6;
pose.rightLeg.hip = 0.3 - step * 0.6;
pose.leftLeg.knee = 0.4 - step * 0.3;
pose.rightLeg.knee = 0.4 - (1-step) * 0.3;
pose.leftLeg.footY = 60 + Math.abs(Math.sin(p * Math.PI * 2)) * 10;
pose.rightLeg.footY = 60 + Math.abs(Math.sin(p * Math.PI * 2 + Math.PI)) * 10;
// Wings
pose.leftWing.angle = -0.3 + Math.sin(p * Math.PI * 3) * 0.2 * e;
pose.rightWing.angle = 0.3 - Math.sin(p * Math.PI * 3) * 0.2 * e;
pose.leftWing.spread = 0.6 + Math.sin(p * Math.PI * 2) * 0.2;
pose.rightWing.spread = 0.6 + Math.sin(p * Math.PI * 2 + Math.PI) * 0.2;
}
else if (stateName === 'DROP') {
// Falling with anticipation then impact
const fall = easeWeight(p);
pose.bodyY = fall * 120 * e;
pose.headY = fall * 100 * e;
pose.bodyRot = fall * 0.8;
pose.headRot = fall * 0.5;
pose.scale = 1 + fall * 0.2 * e;
// Legs tuck
pose.leftLeg.hip = -0.2 + fall * 0.4;
pose.rightLeg.hip = 0.2 - fall * 0.4;
pose.leftLeg.knee = 0.8 - fall * 0.6;
pose.rightLeg.knee = 0.8 - fall * 0.6;
pose.leftLeg.footY = 20 + fall * 40;
pose.rightLeg.footY = 20 + fall * 40;
// Wings spread for balance
pose.leftWing.angle = -1.2 * fall;
pose.rightWing.angle = 1.2 * fall;
pose.leftWing.spread = 1.2 * fall;
pose.rightWing.spread = 1.2 * fall;
}
else if (stateName === 'DOWNROCK') {
// On floor, circular footwork
const cycle = p * Math.PI * 4;
pose.bodyY = 80 + Math.sin(p * Math.PI * 2) * 10 * e;
pose.bodyRot = Math.sin(p * Math.PI * 2) * 0.1;
pose.headRot = Math.sin(p * Math.PI * 3) * 0.2;
// 6-step style circular motion
const legPhase = p * Math.PI * 6;
pose.leftLeg.hip = Math.sin(legPhase) * 0.5;
pose.rightLeg.hip = Math.sin(legPhase + Math.PI) * 0.5;
pose.leftLeg.knee = 0.6 + Math.cos(legPhase) * 0.3;
pose.rightLeg.knee = 0.6 + Math.cos(legPhase + Math.PI) * 0.3;
pose.leftLeg.footY = 40 + Math.abs(Math.sin(legPhase)) * 20;
pose.rightLeg.footY = 40 + Math.abs(Math.sin(legPhase + Math.PI)) * 20;
// Wings on ground supporting
pose.leftWing.angle = -0.8 + Math.sin(p * Math.PI * 2) * 0.2;
pose.rightWing.angle = 0.8 - Math.sin(p * Math.PI * 2) * 0.2;
pose.leftWing.spread = 0.9;
pose.rightWing.spread = 0.9;
}
else if (stateName === 'FREEZE') {
// Hold pose with breathing
const breath = Math.sin(p * Math.PI * 2) * 0.05;
pose.bodyY = 60 + breath * 20 * e;
pose.bodyRot = 0.3 + breath;
pose.headRot = -0.4;
// One leg high
pose.leftLeg.hip = -0.6;
pose.leftLeg.knee = 0.2;
pose.leftLeg.footY = -80 * e;
pose.rightLeg.hip = 0.4;
pose.rightLeg.knee = 1.2;
pose.rightLeg.footY = 90;
pose.leftWing.angle = -0.2;
pose.rightWing.angle = 0.6;
pose.leftWing.spread = 0.5;
pose.rightWing.spread = 0.8;
}
else if (stateName === 'RECOVER') {
// Pushing up and standing
const up = easeOutBounce(p);
pose.bodyY = 80 - up * 80 * e;
pose.bodyRot = 0.3 - up * 0.3;
pose.headRot = -0.4 + up * 0.4;
pose.leftLeg.hip = -0.6 + up * 0.3;
pose.rightLeg.hip = 0.4 - up * 0.1;
pose.leftLeg.knee = 0.2 + up * 0.2;
pose.rightLeg.knee = 1.2 - up * 0.8;
pose.leftLeg.footY = -80 * e + up * 140 * e;
pose.rightLeg.footY = 90 - up * 30;
pose.leftWing.angle = -0.2 + up * 0.1;
pose.rightWing.angle = 0.6 - up * 0.3;
}
// Mouse influence: head looks toward mouse slightly
const dx = (mouseX - cx) / canvas.width;
const dy = (mouseY - cy) / canvas.height;
pose.headRot += dx * 0.15 * e;
return pose;
}
// Drawing
function drawBird(pose) {
const cx = pose.cx;
const cy = pose.cy;
const s = pose.scale;
ctx.save();
ctx.translate(cx, cy);
ctx.scale(s, s);
ctx.rotate(pose.bodyRot);
// Shadow
ctx.fillStyle = 'rgba(0, 240, 255, 0.08)';
ctx.beginPath();
ctx.ellipse(0, 70, 40, 15, 0, 0, Math.PI * 2);
ctx.fill();
// Body
ctx.strokeStyle = '#e8e8e8';
ctx.lineWidth = 4;
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
// Main body oval
ctx.beginPath();
ctx.ellipse(0, pose.bodyY, 35, 45, 0, 0, Math.PI * 2);
ctx.stroke();
// Head
ctx.save();
ctx.translate(0, pose.headY - 35);
ctx.rotate(pose.headRot);
// Head shape (diamond-ish)
ctx.beginPath();
ctx.moveTo(0, -25);
ctx.lineTo(20, 0);
ctx.lineTo(0, 25);
ctx.lineTo(-20, 0);
ctx.closePath();
ctx.stroke();
// Beak (accent)
ctx.strokeStyle = accent;
ctx.lineWidth = 3;
ctx.beginPath();
ctx.moveTo(20, 0);
ctx.lineTo(35, 5);
ctx.lineTo(20, 10);
ctx.stroke();
// Eye
ctx.fillStyle = accent;
ctx.beginPath();
ctx.arc(10, -5, 4 * pose.eyeScale, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
// Legs
ctx.strokeStyle = '#e8e8e8';
ctx.lineWidth = 3;
function drawLeg(xOff, legData) {
const hipX = xOff + legData.hip * 30;
const hipY = pose.bodyY + 20;
const kneeX = hipX + Math.sin(legData.knee) * 25;
const kneeY = hipY + Math.cos(legData.knee) * 30;
const footX = hipX + legData.footX * 0.5; // simplified
const footY = kneeY + legData.footY;
ctx.beginPath();
ctx.moveTo(hipX, hipY);
ctx.lineTo(kneeX, kneeY);
ctx.lineTo(footX, footY);
ctx.stroke();
// Foot
ctx.beginPath();
ctx.moveTo(footX - 8, footY);
ctx.lineTo(footX + 8, footY);
ctx.lineTo(footX, footY + 10);
ctx.stroke();
}
drawLeg(-25, pose.leftLeg);
drawLeg(25, pose.rightLeg);
// Wings
ctx.lineWidth = 5;
ctx.strokeStyle = '#e8e8e8';
function drawWing(xOff, wingData) {
const shoulderX = xOff;
const shoulderY = pose.bodyY - 10;
const tipX = shoulderX + Math.sin(wingData.angle) * 50 * wingData.spread;
const tipY = shoulderY - Math.cos(wingData.angle) * 40 * wingData.spread;
ctx.beginPath();
ctx.moveTo(shoulderX, shoulderY);
ctx.quadraticCurveTo(
shoulderX + Math.sin(wingData.angle + 0.3) * 30,
shoulderY - 20,
tipX, tipY
);
ctx.stroke();
}
drawWing(-30, pose.leftWing);
drawWing(30, pose.rightWing);
ctx.restore();
}
// Background and effects
function drawBackground() {
// Dark gradient
const grad = ctx.createRadialGradient(
canvas.width/2, canvas.height/2, 0,
canvas.width/2, canvas.height/2, canvas.width
);
grad.addColorStop(0, '#0a0f1a');
grad.addColorStop(1, '#03060a');
ctx.fillStyle = grad;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Subtle grid
ctx.strokeStyle = 'rgba(0, 240, 255, 0.04)';
ctx.lineWidth = 1;
const step = 60;
for (let x = 0; x < canvas.width; x += step) {
ctx.beginPath();
ctx.moveTo(x, 0);
ctx.lineTo(x, canvas.height);
ctx.stroke();
}
for (let y = 0; y < canvas.height; y += step) {
ctx.beginPath();
ctx.moveTo(0, y);
ctx.lineTo(canvas.width, y);
ctx.stroke();
}
// Noise texture (simple)
ctx.fillStyle = 'rgba(255,255,255,0.015)';
for (let i = 0; i < 200; i++) {
const nx = Math.random() * canvas.width;
const ny = Math.random() * canvas.height;
ctx.fillRect(nx, ny, 2, 2);
}
}
// Main loop
let lastTime = 0;
function loop(timestamp) {
if (!lastTime) lastTime = timestamp;
const dt = timestamp - lastTime;
lastTime = timestamp;
// Beat logic
const now = timestamp;
if (now - lastBeatTime > beatInterval) {
beatInState++;
totalBeats++;
lastBeatTime = now;
// State progression
if (forcedState) {
forcedTimer--;
if (forcedTimer <= 0) {
forcedState = null;
}
} else {
const stateDur = chaos ? Math.floor(Math.random() * 4) + 2 : states[currentState].dur;
if (beatInState >= stateDur) {
beatInState = 0;
// Cycle through states
const keys = Object.keys(states);
const idx = keys.indexOf(currentState);
currentState = keys[(idx + 1) % keys.length];
}
}
}
// If forced, override current
const activeState = forcedState || currentState;
const stateDur = chaos ? 4 : states[activeState].dur;
stateProgress = beatInState / stateDur;
// Update UI
document.getElementById('moveName').textContent = states[activeState].name;
document.getElementById('beatCount').textContent = totalBeats;
// Draw
drawBackground();
const pose = getPose(activeState, stateProgress, (now % beatInterval) / beatInterval);
drawBird(pose);
// Accent glow near bird
ctx.save();
ctx.globalAlpha = 0.15;
ctx.fillStyle = accent;
ctx.beginPath();
ctx.arc(pose.cx, pose.cy + pose.bodyY, 120, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
</script>
</body>
</html>
easeInBack, impact via easeOutBounce, and slow recovery curves) so the bird hits the floor with weight and takes time to stand back up rather than sliding smoothly between poses.