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Glyph Tide

An ASCII tide that floods and drains the shore

glyph-tide-tw

Customize

Background
Water
Foam
Font Size
11px
Scale
1.00
Level
0.50
Tide Range
1.00
Tide Period
36s
Waves
1.00
Foam
1.00
Contours
1.00
Wet Sand
0.60
Depth Fade
0.60
Brightness
1.00
Speed
1.00
Cursor Radius
80px
Cursor Strength
1.00
Wake
1.00
Wake Length
2.0s
Ripple Size
1.00
Seed
0

Props

29
NameTypeDefaultDescription
colorsstring[]["#5227FF", "#FF9FFC"]Two colours: the water, then the foam along the waterline and the ripples. The bare flats use a neutral tint of the first.
backgroundColorstring"#0a0a0a"Colour behind the glyphs. Light backgrounds switch to ink glyphs. Pass "transparent" to show the page.
charactersstring" .:~+*#%@"Glyph ramp from lightest to heaviest. The first character is used for empty cells, so it is usually a space.
fontSizenumber11Glyph size in pixels. Smaller values make a finer, denser map.
fontFamilystring"ui-monospace, …"Monospace font stack used to draw the glyphs.
scalenumber1Size of the landscape. Larger values give broader flats and bigger pools.
levelnumber0.5Average water level, from 0 (dry flats) to 1 (almost fully flooded).
tideRangenumber1How far the tide rises and falls around the average level. 0 holds the water still.
tidePeriodnumber36Seconds for one full rise and fall of the tide.
wavesnumber1Strength of the swell rolling across the water and lapping at the shore.
foamnumber1Brightness and width of the foam line along the water's edge.
contoursnumber1Visibility of the dotted contour lines on the exposed flats. 0 hides them.
wetSandnumber0.6How long the sand stays darkened and glistening after the tide pulls back. 0 disables it.
depthFadenumber0.6How much deeper water quietens compared with the shallows, from 0 to 1.
brightnessnumber1Overall brightness of the glyphs.
speednumber1Pace of the tide and the swell. 0 holds them still.
interactivebooleantrueThe pointer moves through the map like a hand through water: it drags the tide and its shorelines along, leaves a glowing liquid trail, and everything flows back behind it.
cursorRadiusnumber80Radius of the pointer's reach in pixels: how wide a band of water it drags and how thick its trail is.
cursorStrengthnumber1How far the pointer pushes the water and shorelines before they flow back. 0 leaves the map untouched and only draws the trail.
wakenumber1Brightness of the liquid trail behind the moving pointer. 0 hides it.
wakeLengthnumber2How long the trail lingers and the pushed water takes to settle, roughly in seconds.
rippleSizenumber1Speed and reach of the ripple each click sends across the map.
clickRipplesbooleantrueEach click splashes the water outward and sends a ripple across the map. Rapid clicks stack.
seednumber0Changes the shape of the landscape.
pausedbooleanfalseFreezes the tide and the swell. Ripples still work.
dprnumber2Upper bound for the device pixel ratio.
classNamestring—Classes for the root element. Give it a height.
styleCSSProperties—Inline styles for the root element.
childrenReactNode—Content layered above the map.
colorsstring[]

Two colours: the water, then the foam along the waterline and the ripples. The bare flats use a neutral tint of the first.

Default["#5227FF", "#FF9FFC"]
backgroundColorstring

Colour behind the glyphs. Light backgrounds switch to ink glyphs. Pass "transparent" to show the page.

Default"#0a0a0a"
charactersstring

Glyph ramp from lightest to heaviest. The first character is used for empty cells, so it is usually a space.

Default" .:~+*#%@"
fontSizenumber

Glyph size in pixels. Smaller values make a finer, denser map.

Default11
fontFamilystring

Monospace font stack used to draw the glyphs.

Default"ui-monospace, …"
scalenumber

Size of the landscape. Larger values give broader flats and bigger pools.

Default1
levelnumber

Average water level, from 0 (dry flats) to 1 (almost fully flooded).

Default0.5
tideRangenumber

How far the tide rises and falls around the average level. 0 holds the water still.

Default1
tidePeriodnumber

Seconds for one full rise and fall of the tide.

Default36
wavesnumber

Strength of the swell rolling across the water and lapping at the shore.

Default1
foamnumber

Brightness and width of the foam line along the water's edge.

Default1
contoursnumber

Visibility of the dotted contour lines on the exposed flats. 0 hides them.

Default1
wetSandnumber

How long the sand stays darkened and glistening after the tide pulls back. 0 disables it.

Default0.6
depthFadenumber

How much deeper water quietens compared with the shallows, from 0 to 1.

Default0.6
brightnessnumber

Overall brightness of the glyphs.

Default1
speednumber

Pace of the tide and the swell. 0 holds them still.

Default1
interactiveboolean

The pointer moves through the map like a hand through water: it drags the tide and its shorelines along, leaves a glowing liquid trail, and everything flows back behind it.

Defaulttrue
cursorRadiusnumber

Radius of the pointer's reach in pixels: how wide a band of water it drags and how thick its trail is.

Default80
cursorStrengthnumber

How far the pointer pushes the water and shorelines before they flow back. 0 leaves the map untouched and only draws the trail.

Default1
wakenumber

Brightness of the liquid trail behind the moving pointer. 0 hides it.

Default1
wakeLengthnumber

How long the trail lingers and the pushed water takes to settle, roughly in seconds.

Default2
rippleSizenumber

Speed and reach of the ripple each click sends across the map.

Default1
clickRipplesboolean

Each click splashes the water outward and sends a ripple across the map. Rapid clicks stack.

Defaulttrue
seednumber

Changes the shape of the landscape.

Default0
pausedboolean

Freezes the tide and the swell. Ripples still work.

Defaultfalse
dprnumber

Upper bound for the device pixel ratio.

Default2
classNamestring

Classes for the root element. Give it a height.

Default—
styleCSSProperties

Inline styles for the root element.

Default—
childrenReactNode

Content layered above the map.

Default—