claude-code-best/src/components/LogoV2/AnimatedClawd.tsx
claude-code-best 5b1a52b8e0
更新大量 tsx 原始文件; 已经迁移 login panel; 部分 (#121)
* style(B1-1): 格式化 ink/buddy/cli/context/screens/tasks/services/keybindings/state (43 files)

纯格式化:移除分号、React Compiler import、import 多行展开。
修复了 Box.tsx 和 ScrollBox.tsx 中无效的 global.d.ts import。

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* style(B1-2): 格式化 commands (79 files)

纯格式化:移除分号、React Compiler import、import 多行展开。

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* style(B1-3): 格式化 components/messages,permissions,mcp,sandbox,shell (104 files)

纯格式化:移除分号、React Compiler import、import 多行展开。

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* style(B1-4): 格式化 components/PromptInput,FeedbackSurvey,tasks,agents,skills,design-system,wizard (73 files)

纯格式化:移除分号、React Compiler import、import 多行展开。

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* style(B1-5): 格式化 components其余 + hooks + tools (232 files)

纯格式化:移除分号、React Compiler import、import 多行展开。

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* style(B1-6): 格式化 main/entrypoints/utils/moreright (21 files)

纯格式化:移除分号、React Compiler import、import 多行展开。

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* docs: 更新 README,新增 Run.ps1/TODO.md,删除 V6.md

- README.md: 大幅重写,更详细版本历史和配置示例
- Run.ps1: 新增 Windows 启动脚本
- TODO.md: 新增包完成清单
- V6.md: 删除(架构重构规划已不适用)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* fix: 修复以前的问题

* fix: 修复 login 面板的问题

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 23:24:27 +08:00

97 lines
3.3 KiB
TypeScript

import * as React from 'react'
import { useEffect, useRef, useState } from 'react'
import { Box } from '../../ink.js'
import { getInitialSettings } from '../../utils/settings/settings.js'
import { Clawd, type ClawdPose } from './Clawd.js'
type Frame = { pose: ClawdPose; offset: number }
/** Hold a pose for n frames (60ms each). */
function hold(pose: ClawdPose, offset: number, frames: number): Frame[] {
return Array.from({ length: frames }, () => ({ pose, offset }))
}
// Offset semantics: marginTop in a fixed-height-3 container. 0 = normal,
// 1 = crouched. Container height stays 3 so the layout never shifts; during
// a crouch (offset=1) Clawd's feet row dips below the container and gets
// clipped — reads as "ducking below the frame" before springing back up.
// Click animation: crouch, then spring up with both arms raised. Twice.
const JUMP_WAVE: readonly Frame[] = [
...hold('default', 1, 2), // crouch
...hold('arms-up', 0, 3), // spring!
...hold('default', 0, 1),
...hold('default', 1, 2), // crouch again
...hold('arms-up', 0, 3), // spring!
...hold('default', 0, 1),
]
// Click animation: glance right, then left, then back.
const LOOK_AROUND: readonly Frame[] = [
...hold('look-right', 0, 5),
...hold('look-left', 0, 5),
...hold('default', 0, 1),
]
const CLICK_ANIMATIONS: readonly (readonly Frame[])[] = [JUMP_WAVE, LOOK_AROUND]
const IDLE: Frame = { pose: 'default', offset: 0 }
const FRAME_MS = 60
const incrementFrame = (i: number) => i + 1
const CLAWD_HEIGHT = 3
/**
* Clawd with click-triggered animations (crouch-jump with arms up, or
* look-around). Container height is fixed at CLAWD_HEIGHT — same footprint
* as a bare `<Clawd />` — so the surrounding layout never shifts. During a
* crouch only the feet row clips (see comment above). Click only fires when
* mouse tracking is enabled (i.e. inside `<AlternateScreen>` / fullscreen);
* elsewhere this renders and behaves identically to plain `<Clawd />`.
*/
export function AnimatedClawd(): React.ReactNode {
const { pose, bounceOffset, onClick } = useClawdAnimation()
return (
<Box height={CLAWD_HEIGHT} flexDirection="column" onClick={onClick}>
<Box marginTop={bounceOffset} flexShrink={0}>
<Clawd pose={pose} />
</Box>
</Box>
)
}
function useClawdAnimation(): {
pose: ClawdPose
bounceOffset: number
onClick: () => void
} {
// Read once at mount — no useSettings() subscription, since that would
// re-render on any settings change.
const [reducedMotion] = useState(
() => getInitialSettings().prefersReducedMotion ?? false,
)
const [frameIndex, setFrameIndex] = useState(-1)
const sequenceRef = useRef<readonly Frame[]>(JUMP_WAVE)
const onClick = () => {
if (reducedMotion || frameIndex !== -1) return
sequenceRef.current =
CLICK_ANIMATIONS[Math.floor(Math.random() * CLICK_ANIMATIONS.length)]!
setFrameIndex(0)
}
useEffect(() => {
if (frameIndex === -1) return
if (frameIndex >= sequenceRef.current.length) {
setFrameIndex(-1)
return
}
const timer = setTimeout(setFrameIndex, FRAME_MS, incrementFrame)
return () => clearTimeout(timer)
}, [frameIndex])
const seq = sequenceRef.current
const current =
frameIndex >= 0 && frameIndex < seq.length ? seq[frameIndex]! : IDLE
return { pose: current.pose, bounceOffset: current.offset, onClick }
}