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One card per primitive, every frame drawn by the committed library from the same fixed seed while the signal sweeps quiet to loud and back. The vocabulary page carries the full param tables: each card here is a picture and a name, the vocabulary is the reference.
Vocabulary version 23 · 45 primitives · rendered with npm run loops:generate

gridcore
matrix grid of cells lit by the frequency spectrum, or drawn from a `pattern` of rows split by / (. off, # fg, a accent, ~ spectrum); `breaks` like '3,2 r15; 5,1 dx0.5' rotate or shift single cells
structure · source

barcodecore
dense scrolling vertical barcode of the signal
structure · source

checkercore
a checkerboard whose squares flip with the spectrum, or follow a `pattern` of rows split by / tiled across the squares (. off, # fg, a accent, ~ spectrum); `breaks` like '3,2 r15; 5,1 dx0.5' rotate or shift single squares
structure · source

dithercontrib
an ordered (Bayer) dither gradient through up to six palette roles in a rectangular region — dithered skies, ground, props and UI bars for DOS/VGA-style scenes; exact colours, no blending
structure · source

imagecontrib
a declared image asset (spec `assets`: id + sha256), placed, fitted, cropped, flipped, faded and optionally tiled and scrolled for backgrounds and parallax; in the art's own colours in creative mode, or mapped to the palette; nearest-sampled at whole pixels in pixel mode
structure · source

barscore
vertical magnitude-spectrum bars; whole pixels in pixel mode
signal-bars · source

hbarscore
horizontal magnitude bars growing from the left edge; whole pixels in pixel mode
signal-bars · source
![versus-bars: two opposed arcade health bars with damage tails, read from the frame's coords (coords[0] left, coords[1] right: x = health, y = damage tail, 0..1); without coords they show the low and high spectrum halves; whole-pixel edges, angled ends as pixel steps](/animspec/loops/versus-bars.gif)
versus-barscontrib
two opposed arcade health bars with damage tails, read from the frame's coords (coords[0] left, coords[1] right: x = health, y = damage tail, 0..1); without coords they show the low and high spectrum halves; whole-pixel edges, angled ends as pixel steps
signal-bars · source

line-chartcontrib
a line chart: the frame's coords (each coord's y is a value, 0 bottom to 1 top, in order) or, without coords, the spectrum, as a polyline over two light axes, drawn left to right up to `reveal`; the newest point is an accent head that grows with the signal
structure · source

radialcore
a circular/polar spectrum radiating from the center
signal-bars · source

wavecore
an oscilloscope/seismograph line of the signal
signal-line · source

lissajouscore
a Lissajous curve traced from the waveform
signal-line · source

particlescore
a rotating ring of squares sized by the spectrum; whole pixels in pixel mode
geometry · source

orbitscore
concentric counter-rotating rings of points
geometry · source

dotscore
a scattered star-field of points keyed to the spectrum (deterministic)
geometry · source

shapecore
a reactive polygon at center, radius pulsing with amplitude
geometry · source

ringscore
concentric expanding circles that pulse with the beat; whole pixels in pixel mode
geometry · source

spiralcore
a spiral of points winding out from the center
geometry · source

scancore
sweeping scanlines revealed where the signal is high
motion · source

flashcore
a full-frame flash/invert on loud moments (beat)
motion · source

sweepcore
a bright vertical bar sweeping across the frame
motion · source

noisecore
deterministic seeded digital noise gated by energy
motion · source

captioncore
a closed-caption box of the active text/label, with optional case, box style and position
text · source

raincore
Matrix-style digital rain of the active text characters
text · source

textcore
the active label as large centered text
text · source

crosshaircore
a coordinate crosshair + numeric read-out (data-screen)
text · source

ledcore
an LED dot-matrix sign: scrolling text or a named pixel icon (car, coffee, heart, home, music, ...), with an animated effect that reacts to the audio (glow/pulse/blink/equalize/sparkle/wipe)
text · source

stickmancore
animspec's default avatar: an articulated stick figure that acts (idle, walk, run, jump, punch, kick, hit, fall, ko, wave, dance), points, presents, reaches or looks at a target, speaks the frame's label in a bubble, stands where the frame's coords say, hops on the beat, and draws as one figure or a crowd of up to 12; styles classic, bold, outline, chibi, pixel and joints
sprite · source

spriteextended
an animated chunky-pixel character (built-in mascot/bot/ghost, or any named pixel icon) that walks/bounces/orbits, faces its direction of travel, switches to an idle/jump pose, and hops on the beat — a composable actor, quantizes with the retro palette; `hero` is a 16-bit-era character whose parts (outline, hair, hair-light, skin, eyes, gold, cloak, cloak-shade, tunic, boots) take colours from the spec's `roles` in creative mode
sprite · source

rigcontrib
a layered cut-out character (head, eyes, mouth, torso, arms) in a built-in vector rig — host, bot or cel — posed by named scalars, with the mouth driven by the signal for talking hosts and characters
sprite · source

tetrisextended
a Game Boy-style tetromino playfield: a stacked block terrain and falling pieces that speed up with the beat — pairs with the gameboy-dmg profile; whole pixels in pixel mode
structure · source

mesh3dcore
a rotating 3D wireframe projected to the 2D canvas: a spectrum terrain (waterfall) or a point-cloud globe (uses map coords when present) — driven by the signal
geometry · source

plasmaextended
a flowing demoscene plasma field (grayscale; colorize with a palette such as neon or pico8)
geometry · source

gridhorizonextended
a Tron/synthwave perspective grid receding to a horizon with a sun — pairs with the neon palette
geometry · source

tunnelextended
a rotating demoscene tunnel: concentric rings rushing outward with rotating spokes
geometry · source

graphcontrib
a directed network of nodes and edges with packet pulses travelling along the signal
structure · source

spectrumcontrib
a labeled semantic axis: two pole labels, an optional title, and a marker the signal positions
structure · source

diagram-buildcontrib
a labeled node-and-edge diagram built stepwise on a deterministic frame schedule, from frame coords/labels
structure · source

chapter-cardcontrib
an editorial title card — kicker, rule, title and optional subtitle — with a deterministic fade/hold rhythm
text · source

type-revealcontrib
kinetic text reveal: the layer's own words (or lines) appear one by one on a frame schedule and then hold, with an optional accent emphasis span
text · source

hud-scorecontrib
arcade HUD read-outs from the frame's labels: shooter = 1UP score, HI-SCORE and CREDIT (labels: score, hi-score, credits); versus = a centre timer and two names (labels: timer, left, right); the emphasised item inverts on loud frames
text · source

tickercontrib
a scrolling news ticker: the frame's labels joined by separators, scrolling right to left in one band; the item crossing the centre turns accent when the signal is loud (`led` scrolls dot-matrix text instead)
text · source

quote-cardcontrib
a centered quotation with an attribution line beneath it and an optional thin rule — the quote revealing word by word, the attribution appearing once it completes
text · source

emittercontrib
a seeded particle emitter: petals, sparks, dust, snow or embers spawn from an edge or the centre and fall, drift or burst on the signal — a stateless closed form, so any frame renders alone; opaque whole-pixel squares in pixel mode
geometry · source

figurecontrib
minimal schematic human silhouettes in a row, cluster or split arrangement — stand, walk, sit, point, fallen or grouped — with a highlightable figure and staggered reveal, for thought-experiment staging
structure · source