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Vocabulary
Generated by npm run vocab:record. Do not edit.
Current version: 23
History
| Version | Summary |
|---|---|
| 1 | first recorded vocabulary: 29 primitives, 24 core and 5 extended |
| 2 | add graph primitive: a directed node/edge network with packet pulses travelling along the signal |
| 3 | add spectrum primitive: a labeled semantic axis with a signal-positioned marker |
| 4 | caption gains case, box, position and maxLines params |
| 5 | add diagram-build primitive: a labeled node-and-edge diagram revealed stepwise |
| 6 | add chapter-card primitive: an editorial title card with a fade/hold rhythm |
| 7 | add type-reveal: sequential word/line text reveal with an accent emphasis span |
| 8 | add quote-card: centered quotation with attribution, rule and an optional word reveal |
| 9 | add rig: layered cut-out character with named-scalar posing and signal-driven mouth |
| 10 | add emitter: seeded closed-form particle emitter with shapes, sources and an energy burst |
| 11 | add figure: schematic human silhouettes in arrangements with stances, highlight and staggered reveal |
| 12 | figure x/y/scale and wave/cheer stances; grid solid; rig wave/present/reach poses; thickness on radial, lissajous, shape, rings and graph, wave thickness up to 32 |
| 13 | grid and checker pattern and breaks (designed grids) |
| 14 | spec 021: dither primitive (ordered Bayer gradient through palette roles); caption margin |
| 15 | spec 022: image primitive (declared, digest-pinned assets; placement, scrolling, colour modes) |
| 16 | spec 023: sprite sheets on image (sheetCols, sheetRows, frames, fps, frameStart) |
| 17 | tone2 on bars and rings: a second tone (fg2) on alternate or peak bars and alternate rings |
| 18 | add versus-bars and hud-score: a data-bound arcade HUD (coords and labels) |
| 19 | add ticker primitive: the frame's labels as a scrolling news band, the centre item emphasised on loud frames |
| 20 | add line-chart primitive: the frame's coords (or the spectrum) as a revealed polyline over light axes, the newest point an accent head |
| 21 | dither matrix 2: a 2x2 Bayer checkerboard for the Genesis colour mix (palette profiles, spec 028) |
| 22 | sprite pose (auto, punch, hit, ko) and variant (main, alt), and the fighter character (spec 029) |
| 23 | add stickman: the default avatar, an articulated stick figure with actions, targets, speech, coords-driven moves, crowds and six styles |
45 primitives: 25 core, 5 extended, 15 contrib, 0 legacy
Primitives
| Type | Category | Tier | Replaced by | Description |
|---|---|---|---|---|
grid | structure | core | 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 | |
barcode | structure | core | dense scrolling vertical barcode of the signal | |
checker | structure | core | 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 | |
dither | structure | contrib | 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 | |
image | structure | contrib | 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 | |
bars | signal-bars | core | vertical magnitude-spectrum bars; whole pixels in pixel mode | |
hbars | signal-bars | core | horizontal magnitude bars growing from the left edge; whole pixels in pixel mode | |
versus-bars | signal-bars | contrib | 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 | |
line-chart | structure | contrib | 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 | |
radial | signal-bars | core | a circular/polar spectrum radiating from the center | |
wave | signal-line | core | an oscilloscope/seismograph line of the signal | |
lissajous | signal-line | core | a Lissajous curve traced from the waveform | |
particles | geometry | core | a rotating ring of squares sized by the spectrum; whole pixels in pixel mode | |
orbits | geometry | core | concentric counter-rotating rings of points | |
dots | geometry | core | a scattered star-field of points keyed to the spectrum (deterministic) | |
shape | geometry | core | a reactive polygon at center, radius pulsing with amplitude | |
rings | geometry | core | concentric expanding circles that pulse with the beat; whole pixels in pixel mode | |
spiral | geometry | core | a spiral of points winding out from the center | |
scan | motion | core | sweeping scanlines revealed where the signal is high | |
flash | motion | core | a full-frame flash/invert on loud moments (beat) | |
sweep | motion | core | a bright vertical bar sweeping across the frame | |
noise | motion | core | deterministic seeded digital noise gated by energy | |
caption | text | core | a closed-caption box of the active text/label, with optional case, box style and position | |
rain | text | core | Matrix-style digital rain of the active text characters | |
text | text | core | the active label as large centered text | |
crosshair | text | core | a coordinate crosshair + numeric read-out (data-screen) | |
led | text | core | 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) | |
stickman | sprite | core | 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 | sprite | extended | 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 | |
rig | sprite | contrib | 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 | |
tetris | structure | extended | 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 | |
mesh3d | geometry | core | 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 | |
plasma | geometry | extended | a flowing demoscene plasma field (grayscale; colorize with a palette such as neon or pico8) | |
gridhorizon | geometry | extended | a Tron/synthwave perspective grid receding to a horizon with a sun — pairs with the neon palette | |
tunnel | geometry | extended | a rotating demoscene tunnel: concentric rings rushing outward with rotating spokes | |
graph | structure | contrib | a directed network of nodes and edges with packet pulses travelling along the signal | |
spectrum | structure | contrib | a labeled semantic axis: two pole labels, an optional title, and a marker the signal positions | |
diagram-build | structure | contrib | a labeled node-and-edge diagram built stepwise on a deterministic frame schedule, from frame coords/labels | |
chapter-card | text | contrib | an editorial title card — kicker, rule, title and optional subtitle — with a deterministic fade/hold rhythm | |
type-reveal | text | contrib | 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 | |
hud-score | text | contrib | 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 | |
ticker | text | contrib | 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) | |
quote-card | text | contrib | 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 | |
emitter | geometry | contrib | 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 | |
figure | structure | contrib | 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 |