Randomize base jitter instead of a fixed +1/-1 alternation

Fixed +1/-1 alternation read as too mechanically regular -- a
predictable back-and-forth. Now picks randomly from {-1, 0, 1} per
burst state via random.star (random.number(0, 2) - 1, since
random.number requires a non-negative minimum).
This commit is contained in:
poprhythm committed 2026-10-09 15:21:06 -04:00
1 parent 4983e81a24
commit 3273212bfe
1 file changed
+8 -8
+8 -8
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@@ -12,6 +12,7 @@ load("cache.star", "cache")
load("time.star", "time") load("time.star", "time")
load("animation.star", "animation") load("animation.star", "animation")
load("filter.star", "filter") load("filter.star", "filter")
load("random.star", "random")
DEFAULT_STATION_URL = "" DEFAULT_STATION_URL = ""
NOWPLAYING_TTL = 20 NOWPLAYING_TTL = 20
@@ -478,19 +479,18 @@ def _glitch_jitter(zoom):
pause = _glitch_hold(render.Box(width = ART_SLOT, height = ART_SLOT), GLITCH_PAUSE_TICKS) pause = _glitch_hold(render.Box(width = ART_SLOT, height = ART_SLOT), GLITCH_PAUSE_TICKS)
sequence = [] sequence = []
state_index = 0
for cycle_index in range(GLITCH_REPEATS): for cycle_index in range(GLITCH_REPEATS):
for top1, h1, shift1, hue1, top2, h2, shift2, hue2 in _glitch_states_for_cycle(cycle_index): for top1, h1, shift1, hue1, top2, h2, shift2, hue2 in _glitch_states_for_cycle(cycle_index):
# The art itself nudges along with the bands, not just the # The art itself nudges along with the bands, not just the
# bands moving over a static image. Capped to +-1px -- a # bands moving over a static image. Capped to +-1px -- a
# full-frame shift reads very differently than a thin band # full-frame shift reads very differently than a thin band
# shifting, so it stays subtle. Alternates +1/-1 by position # shifting, so it stays subtle. Randomized rather than a fixed
# in the sequence rather than deriving from shift1/shift2: # alternating +1/-1 (which read as too mechanically regular,
# several pool entries have those nearly or exactly # a predictable back-and-forth) or derived from shift1/shift2
# cancel out (e.g. -2 and 2), which silently zeroed out the # (several pool entries have those nearly or exactly cancel
# jitter in about half the states. # out, e.g. -2 and 2, which silently zeroed out the jitter in
base_shift = 1 if state_index % 2 == 0 else -1 # about half the states).
state_index += 1 base_shift = random.number(0, 2) - 1 # random.number requires min >= 0
state = render.Stack(children = [ state = render.Stack(children = [
_glitch_base_jitter(zoom, base_shift), _glitch_base_jitter(zoom, base_shift),
# _glitch_band(zoom, top1, h1, shift1, hue1), # _glitch_band(zoom, top1, h1, shift1, hue1),
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