diff --git a/src/pages/index.astro b/src/pages/index.astro
index d577cef..ce67e33 100644
--- a/src/pages/index.astro
+++ b/src/pages/index.astro
@@ -141,10 +141,24 @@ const canonical = new URL('/', Astro.site);
-
-
01
-
/
-
03
+
+
+
+
+
+ Scroll ↓
+
+
+
+ 01
+ /
+ 03
+
@@ -457,6 +471,7 @@ const canonical = new URL('/', Astro.site);
.card-index,
.technology-index,
+ .technology-hint,
.footer {
font-family: 'JetBrains Mono', monospace;
font-size: 0.78rem;
@@ -527,10 +542,13 @@ const canonical = new URL('/', Astro.site);
/* Scroll length is per story beat, not a fixed page height: a card added to the
stack has to lengthen this or every beat gets shorter. Sized so three beats each
- hold the stage for about as long as the two-card stack gave one. */
+ hold the stage for about as long as the two-card stack gave one. The upper bound
+ is what a tall window actually runs into — at 1400px tall the old one left the
+ whole story about 490px of scroll, a third of it for the last product. It has to
+ clear the tallest viewport by enough to still be a scroll. */
.hero-lead.has-scroll-stack {
position: relative;
- min-height: clamp(66rem, 178svh, 103rem);
+ min-height: clamp(66rem, 178svh, 140rem);
align-items: stretch;
}
@@ -810,12 +828,90 @@ const canonical = new URL('/', Astro.site);
line-height: 1.45;
}
+ /* Only the scrolling story has progress to report; the static list below the
+ enhancement's own conditions has none, and says nothing. */
+ .technology-progress {
+ display: none;
+ grid-template-columns: 1fr auto;
+ align-items: center;
+ margin-top: 1.05rem;
+ row-gap: 0.6rem;
+ column-gap: 1rem;
+ }
+
+ .is-scroll-stack .technology-progress {
+ display: grid;
+ }
+
+ .technology-track {
+ display: grid;
+ grid-column: 1 / -1;
+ grid-auto-flow: column;
+ /* Equal shares on purpose, unlike the step boxes they measure: these say which
+ product of how many, not how much scroll each one happens to cost. */
+ grid-auto-columns: 1fr;
+ gap: 0.4rem;
+ }
+
+ .technology-track span {
+ position: relative;
+ height: 2px;
+ /* Same hairline as every rule on the page, so the empty track reads as part of
+ the composition rather than as a control sitting on top of it. */
+ background: var(--line);
+ }
+
+ /* The fill is a scaled bar, not a width: it is written on every scroll frame, and
+ transform is the one property that costs neither layout nor paint to change. */
+ .technology-track span::after {
+ position: absolute;
+ inset: 0;
+ background: var(--pine);
+ content: '';
+ transform: scaleX(var(--beat-fill, 0));
+ transform-origin: left;
+ }
+
+ .technology-hint {
+ display: flex;
+ align-items: center;
+ gap: 0.4rem;
+ margin: 0;
+ color: var(--muted);
+ transition: opacity 500ms ease;
+ }
+
+ /* Said once. The first scroll is proof it has been read, and it does not come back
+ — an instruction that outlives its own need is the obtrusive kind. */
+ .technology-hint.is-read {
+ opacity: 0;
+ }
+
+ /* A long hold, then a single fall: a continuous bob reads as decoration, where one
+ nudge every few seconds reads as the page pointing somewhere. Scoped to the
+ unread hint so the loop ends with the thing it was pointing at — an invisible
+ element still animating is a frame's work every few seconds forever. */
+ .technology-hint:not(.is-read) .technology-hint-arrow {
+ animation: hint-fall 3.6s 1.4s ease-in-out infinite;
+ }
+
+ @keyframes hint-fall {
+ 0%,
+ 72%,
+ 100% {
+ transform: translateY(0);
+ }
+
+ 84% {
+ transform: translateY(0.3em);
+ }
+ }
+
.technology-index {
display: none;
align-items: center;
justify-content: flex-end;
gap: 0.45rem;
- margin-top: 0.75rem;
color: var(--muted);
}
@@ -838,11 +934,14 @@ const canonical = new URL('/', Astro.site);
middle of the viewport, and the stack's own top edge starts well below it, so
the opening box has to be the longest simply to reach that band — split evenly,
the first product would flick past in a third of the scroll the middle one gets.
- Measured against the rendered page: these hold each product for within ~10% of
- the same distance from 700px to 1100px tall. */
+ The closing box is the other way round: it is the last thing before the page
+ runs out, so what it holds is whatever scroll is left after it starts, and
+ giving it a bigger share only takes that away. Measured against the rendered
+ page from 720px to 1400px tall, at ordinary and enlarged text: these hold each
+ product for within ~30% of the same distance, most sizes within ~10%. */
.is-scroll-stack .technology-steps {
display: grid;
- grid-template-rows: 44% 19% 37%;
+ grid-template-rows: 40% 18% 42%;
}
/* The wrapped fallback pins its card near the top of the viewport rather than at
@@ -1015,11 +1114,11 @@ const canonical = new URL('/', Astro.site);
}
/* Scroll length for the story, and nothing else — the card no longer spends any
- of it travelling, so a full viewport of it would read as a dead stretch. Holds
- the phone's pace from the two-card stack across three beats rather than making
- the story a third longer again. */
+ of it travelling, so a full viewport of it would read as a dead stretch. Three
+ beats need more of it than two did: at 90svh the last product held the stage
+ for under 60px, which is inside a single flick. */
.has-scroll-stack .technology-stack {
- min-height: 90svh;
+ min-height: 110svh;
}
/* The script pins this at the card's own resting offset. The clamp is the fallback
@@ -1033,12 +1132,13 @@ const canonical = new URL('/', Astro.site);
min-height: 11.9rem;
}
- /* The same unequal split as the desktop stack, retuned: a phone's step boxes are
- read against the same centre band, but the stack starts much further down its
- own scroll, so the opening share is larger again. Measured across 640–932px
- tall, these keep the three products within ~25% of one another. */
+ /* The same reasoning as the desktop stack, landing somewhere else: a phone's
+ stack begins so far down its own scroll that the opening box has nearly
+ reached the band before the story starts, so here it wants the smallest share
+ rather than the largest. Measured across 640–932px tall, at ordinary and
+ enlarged text, these keep the three products within ~65% of one another. */
.is-scroll-stack .technology-steps {
- grid-template-rows: 29% 19% 52%;
+ grid-template-rows: 13% 25% 62%;
}
/* One line each: side by side these two need ~360px of tracking-heavy mono, which
@@ -1144,6 +1244,8 @@ const canonical = new URL('/', Astro.site);
const cards = [...technologyStack.querySelectorAll('[data-technology-card]')];
const steps = [...technologyStack.querySelectorAll('[data-technology-step]')];
const progressCurrent = technologyStack.querySelector('[data-technology-progress-current]');
+ const progressTrack = technologyStack.querySelector('[data-technology-track]');
+ const progressHint = technologyStack.querySelector('[data-technology-hint]');
const mobileLayout = window.matchMedia('(max-width: 720px)');
heroLead?.classList.add('has-scroll-stack');
@@ -1241,8 +1343,15 @@ const canonical = new URL('/', Astro.site);
syncEnhancedLayout();
+ /* Anything that moves the pins moves the offsets the keyboard and the progress
+ track are measured against, so the two re-read together. Both of these run
+ after this script has finished evaluating, which is the only reason they can
+ name a function declared further down it. */
if ('ResizeObserver' in window && scrollRoot && heroCopy && technologyStage) {
- const pinObserver = new ResizeObserver(syncInsets);
+ const pinObserver = new ResizeObserver(() => {
+ syncInsets();
+ measureBeats();
+ });
pinObserver.observe(scrollRoot);
pinObserver.observe(heroCopy);
pinObserver.observe(technologyStage);
@@ -1253,7 +1362,10 @@ const canonical = new URL('/', Astro.site);
'resize',
() => {
cancelAnimationFrame(resizeFrame);
- resizeFrame = requestAnimationFrame(syncEnhancedLayout);
+ resizeFrame = requestAnimationFrame(() => {
+ syncEnhancedLayout();
+ measureBeats();
+ });
},
{ passive: true },
);
@@ -1273,7 +1385,7 @@ const canonical = new URL('/', Astro.site);
/* A card waits below the active one and leaves above it, so which side of the
composition a given card sits on depends on where the story currently is — the
markup class is only the resting state of the stack before any of this runs. */
- const activateTechnology = (index: number) => {
+ const showTechnology = (index: number) => {
cards.forEach((card, cardIndex) => {
const isActive = cardIndex === index;
card.classList.toggle('is-active', isActive);
@@ -1286,7 +1398,46 @@ const canonical = new URL('/', Astro.site);
setFooterVisible(index === cards.length - 1);
};
- activateTechnology(0);
+ /* Each card holds the stage for a few hundred pixels of scroll, so one coarse
+ gesture — a flung trackpad, Page Down — crosses a whole card in a single frame.
+ Its box and the next one's then arrive in the same observer callback and the
+ middle product is handed the stage and taken off it in the same tick, which
+ reads as skipping straight past it. Scroll still chooses the card; it just
+ can't take one away before it has been seen. A card is given the stage one at
+ a time and holds it for at least its own entrance, so a jump plays the beats it
+ crossed instead of discarding them. Ordinary scrolling never reaches this —
+ beats are further apart than the interval. */
+ const BEAT_MS = 400;
+ let shownTechnology = 0;
+ let pendingTechnology = 0;
+ let shownSince = 0;
+ let beatTimer = 0;
+
+ const playNextBeat = () => {
+ beatTimer = 0;
+ if (shownTechnology === pendingTechnology) return;
+
+ shownTechnology += pendingTechnology > shownTechnology ? 1 : -1;
+ showTechnology(shownTechnology);
+ shownSince = performance.now();
+ if (shownTechnology !== pendingTechnology) {
+ beatTimer = window.setTimeout(playNextBeat, BEAT_MS);
+ }
+ };
+
+ const activateTechnology = (index: number) => {
+ pendingTechnology = index;
+ if (beatTimer || shownTechnology === pendingTechnology) return;
+
+ const held = performance.now() - shownSince;
+ if (held >= BEAT_MS) {
+ playNextBeat();
+ return;
+ }
+ beatTimer = window.setTimeout(playNextBeat, BEAT_MS - held);
+ };
+
+ showTechnology(0);
/* The fixed shell deliberately keeps the masthead and footer outside main's
scrollport. Forward gestures that begin there (or in the shell gutter) into
@@ -1341,19 +1492,183 @@ const canonical = new URL('/', Astro.site);
document.addEventListener('touchcancel', () => { touchY = null; }, { capture: true, passive: true });
}
+ /* Where the band below reaches: the story hands over to a card when that card's
+ box crosses this line. Kept in step with the rootMargin. */
+ const bandBottom = () => (scrollRoot ? scrollRoot.clientHeight : window.innerHeight) * 0.62;
+
+ /* Read against the measured offsets below rather than the live boxes. Same test —
+ an offset is only that box's top with the line already subtracted — but it is
+ the observer's own crossing expressed as a scroll position, so the two cannot
+ land on either side of a fraction of a pixel and disagree about which card the
+ reader is on. It also costs no layout, which matters now that this is asked on
+ every scrolled frame and not only when a box crosses. */
+ const technologyAtScroll = () => {
+ const scrolled = scrollRoot?.scrollTop ?? 0;
+ let index = 0;
+ steps.forEach((_, stepIndex) => {
+ if (scrolled >= (beatEdges[stepIndex] ?? Infinity)) index = Math.max(index, stepIndex);
+ });
+ return index;
+ };
+
const stepObserver = new IntersectionObserver(
- (entries) => {
- entries.forEach((entry) => {
- if (!entry.isIntersecting) return;
- const index = Number((entry.target as HTMLElement).dataset.technologyStep);
- if (Number.isInteger(index)) activateTechnology(index);
- });
- },
+ /* Read the whole run of boxes rather than only the ones that changed. An entry
+ reports that a box crossed the band, not which side of the story the reader
+ is now on — scrolling back to the top, the opening box can pass the band from
+ above without ever entering it, and a stack driven by entries alone would sit
+ on a card the reader has already scrolled away from. The callback still does
+ the job it is here for: saying that something moved. */
+ () => activateTechnology(technologyAtScroll()),
/* A wider center band advances the next card earlier, reducing the scroll
distance between beats without changing the sticky composition. */
{ root: scrollRoot, rootMargin: '-38% 0px -38% 0px' },
);
steps.forEach((step) => stepObserver.observe(step));
+
+ /* The same line again, read as scroll offsets rather than as a test: where each
+ card takes the stage, and where the scroll runs out. The keyboard steps between
+ these and the progress track measures against them, so both agree with the
+ observer by construction instead of by a second set of numbers. */
+ let beatEdges: number[] = [];
+
+ /* One segment per card, built from the cards so the two cannot disagree. */
+ const beatBars = progressTrack
+ ? cards.map(() => progressTrack.appendChild(document.createElement('span')))
+ : [];
+ const beatFills = cards.map(() => -1);
+
+ const syncProgress = () => {
+ if (!scrollRoot || !beatBars.length) return;
+
+ const scrolled = scrollRoot.scrollTop;
+ beatBars.forEach((bar, index) => {
+ const start = beatEdges[index] ?? 0;
+ const span = Math.max(1, (beatEdges[index + 1] ?? 0) - start);
+ /* Three decimals is finer than a hairline can show and coarse enough that a
+ resting scroller stops writing to the DOM at all. */
+ const fill = Math.round(Math.min(1, Math.max(0, (scrolled - start) / span)) * 1000) / 1000;
+
+ if (beatFills[index] === fill) return;
+ beatFills[index] = fill;
+ bar.style.setProperty('--beat-fill', String(fill));
+ });
+ };
+
+ function measureBeats() {
+ if (!scrollRoot) return;
+
+ const end = Math.max(0, scrollRoot.scrollHeight - scrollRoot.clientHeight);
+ const rootTop = scrollRoot.getBoundingClientRect().top;
+ const line = bandBottom();
+
+ beatEdges = [
+ ...steps.map((step) => {
+ const offset = step.getBoundingClientRect().top - rootTop + scrollRoot.scrollTop - line;
+ return Math.min(end, Math.max(0, offset));
+ }),
+ end,
+ ];
+
+ syncProgress();
+ }
+
+ /* Halfway through the beat, not at its edge. A card is handed the stage at the
+ exact offset its box crosses the line, so landing there leaves the story one
+ pixel from giving it back. The opening and closing beats rest at the ends of
+ the scroll instead, where the page itself is the boundary. */
+ const beatRest = (index: number) => {
+ const end = beatEdges[beatEdges.length - 1] ?? 0;
+ if (index <= 0) return 0;
+ if (index >= steps.length - 1) return end;
+ return ((beatEdges[index] ?? 0) + (beatEdges[index + 1] ?? end)) / 2;
+ };
+
+ /* The hint has one job and does it once: any scroll at all is proof it has been
+ read, and it does not come back. An instruction that outlives its own need is
+ the obtrusive kind. */
+ let hintRead = false;
+
+ const readHint = () => {
+ if (hintRead) return;
+ hintRead = true;
+ progressHint?.classList.add('is-read');
+ };
+
+ if (scrollRoot) {
+ let progressFrame = 0;
+
+ scrollRoot.addEventListener(
+ 'scroll',
+ () => {
+ readHint();
+ if (progressFrame) return;
+ progressFrame = requestAnimationFrame(() => {
+ progressFrame = 0;
+ /* The observer speaks only when a box crosses the band, which is enough
+ while a gesture keeps going and not enough when one ends: a scroll that
+ stops just the other side of a crossing gets no further callback, and
+ the story would sit on the card it was leaving. Every scrolled frame
+ asks instead. */
+ activateTechnology(technologyAtScroll());
+ syncProgress();
+ });
+ },
+ { passive: true },
+ );
+
+ /* Arrow keys move the story a beat at a time — the cards are the page's only
+ landmarks, and a keyboard nudge between two of them lands on nothing but a
+ composition that has not moved. main is the only scrollport and never takes
+ focus, so the document is where these have to be caught, for the same reason
+ the wheel and touch gestures are forwarded into it above. */
+ const KEY_BEAT_MS = 240;
+ const KEY_RUN_MS = 700;
+ let keyBeat = 0;
+ /* Not 0: performance.now() is measured from the page's own start, so a zero here
+ would read as "a beat just played" and eat the first key of a reader who
+ reaches for one before the clock has passed the pause below. */
+ let keyBeatAt = -Infinity;
+
+ document.addEventListener('keydown', (event) => {
+ if (event.defaultPrevented) return;
+ if (event.altKey || event.ctrlKey || event.metaKey || event.shiftKey) return;
+
+ const direction = event.key === 'ArrowDown' ? 1 : event.key === 'ArrowUp' ? -1 : 0;
+ if (!direction) return;
+
+ const target = event.target as HTMLElement | null;
+ if (target?.isContentEditable) return;
+ if (target && /^(?:INPUT|TEXTAREA|SELECT)$/.test(target.tagName)) return;
+
+ /* Nothing else on this page scrolls, so the key belongs to the story whether
+ or not it arrives during the pause below. */
+ event.preventDefault();
+
+ const now = performance.now();
+ if (now - keyBeatAt < KEY_BEAT_MS) return;
+
+ measureBeats();
+ /* A key pressed while the last jump is still travelling counts from where
+ that jump was going, not from where the scroll has reached — read the
+ position instead and a held key stalls, re-deciding from a beat it has not
+ arrived at yet. Long enough after one, the scroll is the truth again. */
+ const from = now - keyBeatAt < KEY_RUN_MS ? keyBeat : technologyAtScroll();
+ keyBeat = Math.min(cards.length - 1, Math.max(0, from + direction));
+ keyBeatAt = now;
+
+ activateTechnology(keyBeat);
+ scrollRoot.scrollTo({
+ top: beatRest(keyBeat),
+ /* Read now rather than at load: the preference can be turned on with the
+ page already open, and this is the one piece of motion here that a
+ stylesheet cannot reach. */
+ behavior: reducedMotion.matches ? 'auto' : 'smooth',
+ });
+ readHint();
+ });
+ }
+
+ measureBeats();
}