Enrich storyDesign system
VisualSite

Enrich story

Dot animation of an identifier resolving to company and person profiles.

npx context-ds add story-enrich
On the site

Usage

Use it for

Entity enrichment on a site card. Plays only on screen; shows its resting picture with reduced motion.

Avoid

  • Stories as the main content of a page

Dependencies: dot-engine

Example

examples/story-enrich.tsx
import { Card } from "@/components/ui/card";import { EnrichStory } from "@/components/visuals/stories/enrich-story";export function Site() {  return (    <Card variant="ring" className="min-h-[22rem] w-full max-w-xl items-center justify-center">      <div className="relative w-full max-w-[26rem]">        <EnrichStory />      </div>    </Card>  );}

Source

components/visuals/stories/enrich-story.tsx
'use client';import { ENRICH_RESTING, ENRICH_STORY_GRID } from '@/components/visuals/stories/enrich-story-scenes';import { DotStory, type LoadDotStory } from '@/components/visuals/dot-engine/dot-story';const loadEnrichStory: LoadDotStory = async (stage) => {	const { createEnrichStoryPlayer } = await import('@/components/visuals/stories/enrich-story-player');	return createEnrichStoryPlayer(stage);};/** * The "Enrich any entity your agent sees" card's picture: the agent's eye reads an identifier and melts into the * company and the person behind it, each with its profile. With reduced motion it shows both profiles, linked. */export function EnrichStory({ className }: { className?: string }) {	return <DotStory grid={ENRICH_STORY_GRID} resting={ENRICH_RESTING} load={loadEnrichStory} className={className} />;}
components/visuals/stories/enrich-story-player.ts
import { ENRICH_RESTING, ENRICH_STORY_GRID, EYE_AT_REST, EYE_LOOK, ICONS, IDENTIFIER, LINK, PROFILES, paintEye } from '@/components/visuals/stories/enrich-story-scenes';import type { GlyphCell } from '@/components/visuals/dot-engine/dot-glyph-cells';import { createGlyphShader, drawGlyphCells } from '@/components/visuals/dot-engine/dot-glyph-morph';import { DOT_FILLED, DOT_HOLLOW } from '@/components/visuals/dot-engine/dot-morph-dots';import { cellIndexIn, cellState, clamp01, hasRippleReached } from '@/components/visuals/dot-engine/dot-story-cells';import { createDotStoryPlayer, dotStoryFont, paintDotStoryCursor, paintDotStoryText, type DotStoryPlayer, type DotStoryStage } from '@/components/visuals/dot-engine/dot-story-player';/** * One sighting, played as a loop: an identifier is typed while the agent's eye reads along, the eye melts into the * company and the person behind it, a card draws itself round each and fills in line by line, and a link joins the * two. Then both profiles melt back into the eye. */const TYPING = { startsAt: 0.4, charactersPerSecond: 11 };const LOOKING = { startsAt: TYPING.startsAt, glances: 2, glanceSeconds: 1.4 };const SPLIT = { startsAt: LOOKING.startsAt + LOOKING.glances * LOOKING.glanceSeconds + 0.3, seconds: 1.1 };const FRAME = { startsAt: SPLIT.startsAt + SPLIT.seconds + 0.2, seconds: 0.5 };const DETAIL = { firstAt: FRAME.startsAt + FRAME.seconds, everySeconds: 0.3, staggerSeconds: 0.15, seconds: 0.3 };const LINK_UP = { startsAt: DETAIL.firstAt + PROFILES[0].details.length * DETAIL.everySeconds + 0.3, seconds: 0.4, pulseSeconds: 0.9 };const RESET = { startsAt: LINK_UP.startsAt + 2.6, seconds: 1.1 };const LOOP_SECONDS = RESET.startsAt + RESET.seconds + 0.3;// Both profiles are filled in and linked, between two pulses: the picture the static art shows.const RESTING_AT_SECONDS = LINK_UP.startsAt + LINK_UP.seconds + LINK_UP.pulseSeconds * 1.5;const TEXT_FADE_SECONDS = 0.3;const CURSOR_GAP = 3;const { columns, rows, pitch } = ENRICH_STORY_GRID;const cellIndex = cellIndexIn(ENRICH_STORY_GRID);const WHOLE_GRID = { left: 0, top: 0, cellsPerSide: Math.max(columns, rows) };const melt = (from: GlyphCell[], into: GlyphCell[]) => createGlyphShader({ grid: ENRICH_STORY_GRID, box: WHOLE_GRID, cells: from, drawTarget: (target) => drawGlyphCells(target, into, pitch) });const detailStartsAt = (card: number, detail: number) => DETAIL.firstAt + card * DETAIL.staggerSeconds + detail * DETAIL.everySeconds;// The glances are whole, so the eye is looking straight ahead again when it starts to melt.function lookAt(seconds: number) {	const looking = clamp01((seconds - LOOKING.startsAt) / (LOOKING.glances * LOOKING.glanceSeconds));	return Math.round(EYE_LOOK * Math.sin(looking * LOOKING.glances * Math.PI * 2));}export function createEnrichStoryPlayer({ canvas, dotColor, surfaceColor, fontFamily, onFirstFrame }: DotStoryStage): DotStoryPlayer {	const states = new Uint8Array(columns * rows);	const split = melt(EYE_AT_REST.cells, ICONS.cells);	const reset = melt(ENRICH_RESTING.cells, EYE_AT_REST.cells);	// The canvas draws with whatever is loaded at the time, so the fonts are asked for before any text is typed.	for (const text of [IDENTIFIER, ...ENRICH_RESTING.texts]) void document.fonts.load(dotStoryFont(text, fontFamily), text.text);	const paintProfiles = (seconds: number) => {		states.set(ICONS.states);		const framed = (seconds - FRAME.startsAt) / FRAME.seconds;		PROFILES.forEach((card, index) => {			// The card draws itself outwards from its icon, in the corner it starts from.			const farthest = Math.hypot(card.region.columns, card.region.rows);			for (const cell of card.frame) {				if (framed > 0 && hasRippleReached(Math.hypot(cell.column - card.region.left, cell.row - card.region.top) / farthest, framed)) states[cellIndex(cell)] = cellState(cell);			}			card.details.forEach((detail, step) => {				const filledIn = (seconds - detailStartsAt(index, step)) / DETAIL.seconds;				for (const cell of detail.cells) {					if (filledIn > 0 && hasRippleReached((cell.column - card.region.left) / card.region.columns, filledIn)) states[cellIndex(cell)] = cellState(cell);				}			});		});	};	const paintLink = (seconds: number) => {		const since = seconds - LINK_UP.startsAt;		if (since <= 0) return;		LINK.forEach((cell, step) => {			if (hasRippleReached(step / LINK.length, since / LINK_UP.seconds)) states[cellIndex(cell)] = DOT_HOLLOW;		});		if (since < LINK_UP.seconds) return;		const head = Math.floor((((since - LINK_UP.seconds) % LINK_UP.pulseSeconds) / LINK_UP.pulseSeconds) * (LINK.length * 2));		const traveling = LINK[head];		if (traveling) states[cellIndex(traveling)] = DOT_FILLED;	};	const statesAt = (seconds: number) => {		if (seconds >= RESET.startsAt) return reset({ morph: clamp01((seconds - RESET.startsAt) / RESET.seconds), spin: 0 });		if (seconds >= SPLIT.startsAt + SPLIT.seconds) {			paintProfiles(seconds);			paintLink(seconds);			return states;		}		if (seconds >= SPLIT.startsAt) return split({ morph: (seconds - SPLIT.startsAt) / SPLIT.seconds, spin: 0 });		return paintEye(states, lookAt(seconds));	};	const paintIdentifier = (context: CanvasRenderingContext2D, seconds: number) => {		const presence = 1 - clamp01((seconds - SPLIT.startsAt) / TEXT_FADE_SECONDS);		if (presence <= 0) return;		const typed = IDENTIFIER.text.slice(0, Math.max(0, Math.floor((seconds - TYPING.startsAt) * TYPING.charactersPerSecond)));		// The line is centered on what it will read once typed, so it grows to the right rather than from its middle.		context.font = dotStoryFont(IDENTIFIER, fontFamily);		const left = IDENTIFIER.x - context.measureText(IDENTIFIER.text).width / 2;		paintDotStoryText(context, fontFamily, { ...IDENTIFIER, text: typed, x: left, anchor: 'start' }, presence);		if (typed.length === IDENTIFIER.text.length) return;		paintDotStoryCursor(context, left + context.measureText(typed).width + CURSOR_GAP, IDENTIFIER, presence);	};	const paintDetails = (context: CanvasRenderingContext2D, seconds: number) => {		const leaving = 1 - clamp01((seconds - RESET.startsAt) / TEXT_FADE_SECONDS);		PROFILES.forEach((card, index) => {			card.details.forEach((detail, step) => {				const presence = clamp01((seconds - detailStartsAt(index, step)) / DETAIL.seconds) * leaving;				for (const text of detail.texts) paintDotStoryText(context, fontFamily, text, presence);			});		});	};	return createDotStoryPlayer({		canvas,		dotColor,		surfaceColor,		onFirstFrame,		grid: ENRICH_STORY_GRID,		resting: { states: ENRICH_RESTING.states, atSeconds: RESTING_AT_SECONDS },		frameAt(storySeconds) {			const seconds = storySeconds % LOOP_SECONDS;			return {				states: statesAt(seconds),				paintAbove(context) {					paintIdentifier(context, seconds);					paintDetails(context, seconds);				},			};		},	});}
components/visuals/stories/enrich-story-scenes.ts
import { glyphCellsFromRows, type GlyphCell } from '@/components/visuals/dot-engine/dot-glyph-cells';import { DOT_ABSENT, DOT_FILLED, DOT_HOLLOW, type DotGrid } from '@/components/visuals/dot-engine/dot-morph-dots';import { cellStates, cellsOfStates, outlineCells, placeCells, ringsWithSpeckle, solidWithSpeckle, type Region } from '@/components/visuals/dot-engine/dot-story-cells';import type { DotStoryText } from '@/components/visuals/dot-engine/dot-story-player';/** * The "Enrich any entity your agent sees" card's pictures, in the brand dot grid: the agent's eye reads an * identifier, and what it saw becomes the two things behind it, a company and a person, each with its profile. */// The ring pattern behind the picture already keeps clear of it, so the dots need no halo of their own.export const ENRICH_STORY_GRID: DotGrid = { columns: 58, rows: 38, pitch: 10, dotRadius: 3.2, ringStroke: 1, haloRadius: 0 };const { columns: COLUMNS, rows: ROWS, pitch: PITCH } = ENRICH_STORY_GRID;const x = (column: number) => column * PITCH;const y = (row: number) => row * PITCH;// Doto sits a third of its size below the middle of the row it is set on.const baselineOn = (row: number, size: number) => y(row + 0.5) + size / 3;export interface StoryPicture {	states: Uint8Array;	cells: GlyphCell[];}const pictureOf = (states: Uint8Array): StoryPicture => ({ states, cells: cellsOfStates(ENRICH_STORY_GRID, states) });const EYE = { center: { column: 28.5, row: 14.5 }, halfWidth: 16, halfHeight: 9, iris: 5.6, pupil: 2.2 };/** How far the eye looks to either side, in columns. */export const EYE_LOOK = 6;const isInEye = (column: number, row: number) => {	const across = (column - EYE.center.column) / EYE.halfWidth;	return Math.abs(across) <= 1 && Math.abs(row - EYE.center.row) <= EYE.halfHeight * (1 - across * across);};const isOnEyelid = (column: number, row: number) => !isInEye(column - 1, row) || !isInEye(column + 1, row) || !isInEye(column, row - 1) || !isInEye(column, row + 1);/** The eye, looking `look` columns off center: a ringed white, a solid iris and the brand's hollow circle for a pupil. */export function paintEye(states: Uint8Array, look: number) {	for (let row = 0; row < ROWS; row++) {		for (let column = 0; column < COLUMNS; column++) {			const cell = row * COLUMNS + column;			if (!isInEye(column, row)) states[cell] = DOT_ABSENT;			else if (isOnEyelid(column, row)) states[cell] = DOT_FILLED;			else {				const fromIris = Math.hypot(column - EYE.center.column - look, row - EYE.center.row);				states[cell] = fromIris <= EYE.pupil ? DOT_HOLLOW : fromIris <= EYE.iris ? solidWithSpeckle(column, row) : ringsWithSpeckle(column, row);			}		}	}	return states;}export const EYE_AT_REST = pictureOf(paintEye(new Uint8Array(COLUMNS * ROWS), 0));// daily.dev and its co-founder are a customer story on this site, so the picture enriches an entity the page already names.export const IDENTIFIER: DotStoryText = { text: '@idoshamun, daily.dev', x: x(COLUMNS / 2), y: baselineOn(30, 24), size: 24, weight: 700, anchor: 'middle' };const CARD = { columns: 26, rows: 32, top: 3 };const COMPANY_CARD: Region = { left: 0, top: CARD.top, columns: CARD.columns, rows: CARD.rows };const PERSON_CARD: Region = { left: COLUMNS - CARD.columns, top: CARD.top, columns: CARD.columns, rows: CARD.rows };// A tower with a lower wing beside it: a plain tower on a base line read as a top hat.const BUILDING_ROWS = ['     ##### ', '     #o#o# ', '     ##### ', ' #####o#o# ', ' #o#o##### ', ' #####o#o# ', ' #o#o##### ', ' #####o#o# ', ' #o#o##### ', ' ######o## ', ' ######o## '];const PERSON_ROWS = ['    ###    ', '   #ooo#   ', '   #ooo#   ', '   #ooo#   ', '    ###    ', '           ', '  #######  ', ' ######### ', '###########', '###########', '###########'];const ICON_INSET = 2;const FACT_ROWS = [18, 22, 26];const FOOT_ROW = 29;export interface ProfileDetail {	cells: GlyphCell[];	texts: DotStoryText[];}export interface Profile {	region: Region;	icon: GlyphCell[];	frame: GlyphCell[];	/** The profile's lines, in the order they are filled in. */	details: ProfileDetail[];}interface ProfileSpec {	region: Region;	iconRows: string[];	name: string;	handle: string;	facts: string[];	foot: ProfileDetail;}function profile({ region, iconRows, name, handle, facts, foot }: ProfileSpec): Profile {	const textLeft = x(region.left + ICON_INSET + 12);	const heading: ProfileDetail = {		cells: [],		texts: [			{ text: name, x: textLeft, y: baselineOn(region.top + 6, 18), size: 18, weight: 800 },			{ text: handle, x: textLeft, y: baselineOn(region.top + 9, 12), size: 12, weight: 700, muted: true },		],	};	const lines = facts.map((fact, index): ProfileDetail => {		const row = region.top + FACT_ROWS[index];		return { cells: [{ column: region.left + 3, row, filled: true }], texts: [{ text: fact, x: x(region.left + 5), y: baselineOn(row, 14), size: 14, weight: 600 }] };	});	return { region, icon: placeCells(glyphCellsFromRows(iconRows), { left: region.left + ICON_INSET, top: region.top + ICON_INSET }), frame: outlineCells(region), details: [heading, ...lines, foot] };}// Three brand colors, as three densities of the brand's two circles.const SWATCH = { columns: 3, rows: 2, gap: 1 };const swatches: GlyphCell[] = [0, 1, 2].flatMap((shade) =>	Array.from({ length: SWATCH.columns * SWATCH.rows }, (_, index) => {		const column = index % SWATCH.columns;		const row = Math.floor(index / SWATCH.columns);		return { column: COMPANY_CARD.left + 3 + shade * (SWATCH.columns + SWATCH.gap) + column, row: COMPANY_CARD.top + FOOT_ROW + row, filled: [true, (column + row) % 2 === 0, false][shade] };	}));export const PROFILES: Profile[] = [	profile({ region: COMPANY_CARD, iconRows: BUILDING_ROWS, name: 'daily.dev', handle: 'Company', facts: ['Developer network', 'Programming news', 'Millions of devs'], foot: { cells: swatches, texts: [] } }),	profile({		region: PERSON_CARD,		iconRows: PERSON_ROWS,		name: 'Ido Shamun',		handle: '@idoshamun',		facts: ['Co-founder', 'at daily.dev'],		foot: { cells: [], texts: [{ text: 'x.com/idoshamun', x: x(PERSON_CARD.left + 3), y: baselineOn(PERSON_CARD.top + FOOT_ROW + 0.5, 13), size: 13, weight: 700, muted: true }] },	}),];/** The company and the person on their own: dense enough for the eye to melt into. */export const ICONS = pictureOf(	cellStates(		ENRICH_STORY_GRID,		PROFILES.flatMap((card) => card.icon)	));const LINK_ROW = CARD.top + Math.floor(CARD.rows / 2);/** The rule that joins the person to the company, in the order a pulse travels it. */export const LINK: GlyphCell[] = Array.from({ length: PERSON_CARD.left - CARD.columns }, (_, step) => ({ column: PERSON_CARD.left - 1 - step, row: LINK_ROW, filled: false }));/** Both profiles, linked: what the picture shows before it plays, and instead of playing with reduced motion. */export const ENRICH_RESTING = {	...pictureOf(cellStates(ENRICH_STORY_GRID, [...PROFILES.flatMap((card) => [...card.frame, ...card.icon, ...card.details.flatMap((detail) => detail.cells)]), ...LINK])),	texts: PROFILES.flatMap((card) => card.details.flatMap((detail) => detail.texts)),};

Reference: site src/components/sections/home/enrich-story.tsx.