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hyperframes/skills/pr-to-video/references/code-vocabulary.md
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WaterrrForeverandClaude Opus 4.8 1967901b57 refactor(skills): move product-launch / pr-to-video / faceless-explainer onto the script-driven architecture (#1635)
* refactor(product-launch-video): restructure onto script-driven architecture

Move product-launch-video onto the shared script-driven authoring flow:
build-frame remixes a hyperframes-creative preset onto brand tokens, audio
routes through the shared hyperframes-media engine, per-preset caption skins,
and every frame is authored as a directed shot. Removes the old bespoke
scripts (captions/validate/prep/hoist/…) in favour of the shared lib.

assemble-index.mjs keeps upstream #1629's blank/partial scene-file guard
(reject an empty or markup-less scene file at assembly, before emitting
data-composition-src, and re-dispatch) carried onto the restructured reader.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* refactor(pr-to-video): restructure onto script-driven architecture

Move pr-to-video onto the shared script-driven authoring flow: ingest.mjs
folds the gh PR artifacts into the synthetic capture package the shared
backend (build-frame / captions / assemble-index) reads, add the mechanism
beat, route audio through hyperframes-media, and remix a hyperframes-creative
preset onto brand tokens via the shared lib.

- Fix skill name: pr-to-video-refactor -> pr-to-video (match directory).
- Drop a stale faceless-explainer-refactor reference in an ingest.mjs comment.
- assemble-index.mjs keeps upstream #1629's blank/partial scene-file guard.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* refactor(faceless-explainer): restructure onto script-driven architecture

Move faceless-explainer onto the shared script-driven authoring flow:
every visual is invented (typography / abstract graphics / diagram / data-viz)
and authored through the shared backend (build-frame remixes a
hyperframes-creative preset onto tokens, audio via hyperframes-media,
assemble-index builds the standalone index.html) using the shared lib.

- Fix skill name: faceless-explainer-refactor -> faceless-explainer (match directory).
- assemble-index.mjs keeps upstream #1629's blank/partial scene-file guard.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* chore(skills): refresh test-skills-fresh.sh workflow roster

Update the install-and-verify harness to the current surface: 10 workflows
(adds website-to-video, embedded-captions, graphic-overlays, slideshow;
drops the removed footage-recut) and refreshed example prompts.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* style(product-launch-video): oxfmt storyboard.mjs

Run oxfmt over lib/storyboard.mjs — formatting only, no logic change.
Fixes the Format / Preflight CI check.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* test(studio): import commitGsapPositionFromDrag from its actual module

The function was split out into gsapDragPositionCommit.ts in #1605, but the
test kept importing it from ./gsapDragCommit, which no longer exports it —
yielding 'is not a function' at runtime. Import from the correct module.

Inherited main breakage (same fix as #1631); fixes the Test CI check on this
branch independently of merge order.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* chore(hyperframes): refine router skill metadata tags

Update the entry router's metadata tags (video / animation / router focus);
oxfmt collapses the now-shorter metadata to a single line.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(skills): tighten caption comment-strip + document audio --only merge

Review follow-ups (#1635):

- captions.mjs (x3): the HTML-comment strip used a single global replace, which
  CodeQL flags as incomplete multi-character sanitization (a nested/partial pair
  can re-form a marker the single pass misses). Strip in a fixpoint loop instead.
  Input is preset-library content, not user-controlled, so this is lint-
  cleanliness, not XSS defense.
- audio.mjs (x3): document that fetch-sfx (--only sfx) MERGES into the neutral
  audio_engine_meta.json sidecar — the engine reads prev and recomputes only the
  sfx section, so voices/bgm from the generate pass are preserved (review Q).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(skills): remove existsSync->write TOCTOU in workflow scripts

Clears the 9 js/file-system-race CodeQL alerts (captions/audio/transitions x3).
Each was an existsSync precheck followed by a later write of the same path:

- captions.mjs: caption-overrides shim -> atomic writeFileSync({ flag: 'wx' }).
- audio.mjs (sync-durations) + transitions.mjs (inject): drop the existsSync
  precheck and read directly, surfacing the same friendly error from a try/catch
  on readFileSync — no check->write gap.

Behavior is unchanged (same error messages); these are local single-process
deterministic scripts so the race was never a real risk, but this clears the gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(skills): paint root composition ground color in assemble-index

Per-frame roots carry data-start/data-duration and get clip-gated against the
global timeline at render, so only the first frame's window overlaps global 0 —
a frame's own full-bleed background can't serve as the video ground, and every
frame after the first renders on the bare body color (black). Paint the ground
on the always-present root composition using the project's frame.md canvas color
(the same role the caption skin maps to --cap-canvas); fall back to the body
letterbox color when frame.md is absent or has no resolvable ground.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* chore(hyperframes): drop router-tag edit (moved to the foundation PR)

The entry SKILL.md is rewritten wholesale by the frame-presets/media foundation
PR (#1632); editing it here too guaranteed a merge conflict. Restore this file
to main and let the router-tag tweak live with the rewrite in #1632, so the two
PRs no longer both touch it.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:49:42 +08:00

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# Code vocabulary — the `code-*` animation blocks
PR videos run on two kinds of moving picture: **code** (the lines that changed) and **behavior** (what the change _does_ at runtime). This file is the vocabulary for both — the `code-*` blocks for code beats, and the **mechanism beat** (an invented animated diagram, or a `flowchart` / `data-chart`) for behavior beats. A video that is _all_ code reads flat; **alternate the two** (story-design plans the rhythm; see "Showing behavior" below).
For code beats the registry ships purpose-built **code animation blocks** that render a diff, a typed-on snippet, a morph, a highlight, a scroll, or a 3D/particle/dissolve reveal — far better than hand-built motion. **Reach for one of these first** for any code beat; fall back to hand-authored composition only when none fits.
- **Step 4 (visual design):** for each `diff` / `before_after` / code beat, name the block in the frame's `scene` (e.g. "the `request()` retry block, ~6 lines, `code-diff`"). One judgment call: which block.
- **Step 5 (frame worker):** install the named block and fill it with the real diff/snippet (below). The block is the frame's centerpiece, composited onto claude's navy **Code Surface**.
## Install + use
Every block installs the same way (confirmed `packages/cli/src/commands/add.ts`):
```bash
npx hyperframes add <block-name> # writes compositions/<block-name>.html
```
It is a self-contained sub-composition (inlined engine; a paused GSAP timeline the engine seeks per frame). Mount it in the frame as a sub-composition clip:
```html
<div
data-composition-id="code-diff"
data-composition-src="compositions/code-diff.html"
data-start="0"
data-duration="6"
data-track-index="1"
data-width="1920"
data-height="1080"
></div>
```
**Customize by editing two globals** in the installed HTML's inline `<script>`:
- `window.__TOKENS` — the code content, baked as Shiki tokens: `{ <seq>: { lang, theme, bg, fg, states: [ { code, tokens:[ {key, content, color, fontStyle} ] } ] } }`. Replace `code`/`tokens` with the PR's real snippet(s). `fontStyle` is a bitmask (`&1` italic, `&2` bold). The blocks bake `theme: "github-dark"` independently of the `code-snippet-*` themes below.
- `window.__BLOCK` — selects the effect + timing: 2D `{ id, effect, seq, line?, duration }`; WebGL `{ id, effect, seq, duration, seed }`.
The timeline registers synchronously at `window.__timelines[id]`. All blocks are **1920×1080** and **deterministic / seek-safe** (no CSS transitions, no rAF, seeded randomness — never `Math.random` / `Date.now`).
## The animation blocks
| Block | What it does | Inputs of note | PR beat |
| ---------------------------- | ----------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------- |
| **`code-diff`** | Unified diff inside an editor window: removed lines collapse in red, added lines expand in green, staggered. (6s) | `__TOKENS.diff.states` needs **exactly 2 states** (before, after) — the engine LCS-diffs them. | The diff hunk (before→after); literal add/remove semantics. **The default PR block.** |
| **`code-morph`** | One snippet transforms into another — shared tokens glide (FLIP), leavers fade out, enterers fade in. (7s) | `__TOKENS.morph.states` (2+); reuse the same token `key` across states for a token that should glide. | A refactor / rename / signature change where continuity matters (not add/remove framing). |
| **`code-typing`** | Per-character typewriter reveal with a gliding caret. (5s) | single state in `__TOKENS.feature.states[0]`. | A new function / file **written on screen** ("here's what we added"). |
| **`code-highlight`** | A blue band sweeps one line; the rest dim. (5s) | `__BLOCK.line` = target line, **0-based here**. single state. | "This one line is the change" — spotlight a changed/important line. Quick callout. |
| **`code-scroll`** | "Camera" scrolls a long file to center a target line, dims the rest. (6s) | `__BLOCK.line` = target, **1-based here**. one long state. | Locating the change in a large file. The only block built for long files. |
| **`code-3d-extrude`** | Code on a lit, beveled 3D slab that rotates and settles. (8s, WebGL) | single state; `__BLOCK.seed`. `<canvas id="gl">`. | A hero / title code moment ("the feature"). Style over density — not for reading a diff. |
| **`code-particle-assemble`** | GPU particles scatter, then fly to the exact glyph pixels and resolve to syntax color. (8s, WebGL) | single state; `__BLOCK.seed`. | A dramatic climax reveal of a key snippet. Flashiest; not for line-by-line reading. |
| **`code-shader-dissolve`** | Code "compiles into existence" out of seeded noise with a moving dissolve front + edge glow. (7s, WebGL) | single state; `__BLOCK.seed`. | A "compiles / builds / works now" beat, or a polished snippet reveal. |
| **`code-snippet-flight`** | Discrete snippets fly in from the side and assemble into a stacked program (block-level FLIP). (6s) | `__TOKENS.flight.states`. | "The pieces assemble" — several functions/modules coming together. (An animation block despite the `code-snippet-` prefix.) |
**Gotchas (call out so the worker doesn't trip):**
- **Fit the cadence to the frame's `data-duration`.** Each block carries its own internal timing — `code-typing` types at a fixed per-character speed, so a snippet that's long relative to a short frame **overruns**: the code never finishes typing within `data-duration`, and the chrome beats around it (an underline, a `+N/M` count-up) never play. Check **char-count × per-char cadence** (plus the block's settle) against `data-duration`, and tune the timing so the **full block lands inside the frame**. This is the one code-motion knob you MUST set to the frame — you're fitting the _timing_, not redesigning the effect (the typewriter / diff / morph stays the block's).
- `code-diff` and `code-morph` need **≥2 baked states**; every other animation block uses a single state.
- **Line indexing differs:** `code-highlight` is **0-based** (`line: 1` = the 2nd line); `code-scroll` is **1-based**. Don't off-by-one.
- **No caption-safe band.** These are full-bleed 1920×1080 code surfaces with no reserved caption area. When captions are enabled, the frame must keep the code panel clear of the bottom caption keep-out band (composite the block in the top ~83%, or scale/inset it) — the worker owns that, not the block.
## The `code-snippet-*` theme family (standalone, not palettes)
These are **NOT palettes you attach to the animation blocks** — each is its own ready-made ~1112s composition rendering a full developer UI with baked typing and its own timeline. Use one when you want **ambient realistic context** (a real IDE or terminal on screen), not a focused diff. Install the specific one: `npx hyperframes add code-snippet-<name>`.
- **VS Code workbench (12):** full VS Code window (activity bar, file-tree, tabs, editor with per-char typing, integrated terminal running `pytest`, status bar) in each theme. `dark-plus`, `light-plus`, `dark-modern`, `light-modern`, `dark-2026`, `light-2026`, `monokai`, `solarized-light`, `visual-studio-dark`, `visual-studio-light`, `high-contrast`, `high-contrast-light`. (Each pulls a `background.jpeg` into `assets/`.)
- **Apple Terminal (12):** macOS Terminal.app window typing a shell command per profile. `apple-terminal-` + `basic`, `clear-dark`, `clear-light`, `grass`, `homebrew`, `man-page`, `novel`, `ocean`, `pro`, `red-sands`, `silver-aerogel`, `solid-colors`.
The theme is baked into each block (not chosen at runtime); to use a given look, install that block and edit its `codeLines`. For claude's editorial register, prefer the focused animation blocks on the navy Code Surface; reach for a `code-snippet-*` UI only when "show it in a real editor/terminal" is the point.
## Showing behavior — the mechanism beat (not a `code-*` block)
A `code-*` block shows **the code**. It does not show **what the code does**. The single biggest cause of a flat PR video is a body that is all code surfaces — so for any change with a visible runtime behavior, plan a **`mechanism` beat** that _animates the behavior_ (story-design owns the rhythm; this is the vocabulary).
A mechanism beat is **not** a registry `code-*` block. It is one of:
- an **invented animated diagram** — SVG / HTML / GSAP the frame worker builds from claude's atoms (hairline-ink nodes / edges / lanes on cream, one coral marker on the active element), the build playing out the behavior across the shot; **or**
- a **`flowchart` / `flowchart-vertical`** registry block — a process / pipeline / state flow; **or**
- a **`data-chart`** registry block — a perf / metric comparison (two bars or timelines racing).
`flowchart`, `flowchart-vertical`, and `data-chart` install exactly like a code block (`npx hyperframes add <name>`) and mount as a sub-composition — so when a `mechanism` frame names one in its `scene`, Step 5 pre-installs it alongside the `code-*` blocks. An invented SVG/GSAP diagram needs no install (the worker hand-builds it).
**What to animate, by what the change touches** (the menu story-design plans from):
| The change touches… | Animate (the behavior) | Use |
| ------------------------------- | ----------------------------------------------------------------------- | ---------------------- |
| Retry / backoff / resilience | request lifecycle: fire → 500 → wait (delay growing) → retry → 200 | invented SVG/GSAP |
| Caching / memoization | two lanes racing: cold (hits DB) vs cached (hits cache) | invented SVG/GSAP |
| Concurrency / parallelism | a serial lane reshaping into parallel lanes | invented / `flowchart` |
| Race / ordering bug | the broken flow (dropped items, colliding writers), then the fixed flow | invented SVG/GSAP |
| Performance | two timelines / bars racing, the new one finishing first | `data-chart` |
| Refactor / migration | a tangled call-graph untangling; same inputs → same outputs | `flowchart` / invented |
| New endpoint / pipeline / state | data flowing the new path; a state machine lighting up step by step | `flowchart-vertical` |
Unlike a `code-*` block (which owns its own animation), the diagram's motion is **yours** — sequence ≥3 effects into entrance (draw the nodes / lanes) → development (run the flow) → settle (the resolved state + one coral emphasis). Never let it enter then freeze.
## PR beat → block cheat-sheet
| PR moment | Block(s) |
| -------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Diff hunk (before → after) | `code-diff` |
| Refactor / rename / signature change (continuity) | `code-morph` |
| Failing → passing test (red → green) | `code-morph` or `code-diff` + `code-highlight` on the green line; a `code-snippet-*` VS Code/terminal block for a literal test-runner UI |
| New function / file typed on | `code-typing` |
| Spotlight one changed line | `code-highlight` |
| Walk / scroll a long changed file | `code-scroll` |
| Pieces / modules assembling into a feature | `code-snippet-flight` |
| Hero / title code moment ("the feature") | `code-3d-extrude` |
| "Compiles / builds / works now" reveal | `code-shader-dissolve` |
| Big dramatic snippet reveal / climax | `code-particle-assemble` |
| A benchmark / metric / count-up | **Not a `code-*` block** — use claude's `number-lockup` (Number/Impact treatment) or the `data-chart` registry block |
| **What the change DOES at runtime** (behavior, not code) | **Not a `code-*` block** — a `mechanism` beat: an invented SVG/GSAP diagram, or `flowchart` / `flowchart-vertical` / `data-chart`. See "Showing behavior" above. |
| Show the change in a realistic IDE / terminal (ambient) | a `code-snippet-*` VS Code theme (editor) or Apple Terminal profile (CLI run) |