# Pixel stats

> Stat cards made of pixels: figures in textured tiles assemble and count up, and a pixel hand drags a progress bar.

A section of stat pieces built from pixels. Each big figure is drawn with square tiles of a soft, brushed texture inside a tilted selection frame: when its card comes into view, the tiles of a zero rise into place one by one and the number counts up. A pixel hand grabs a segmented progress bar and drags it, a portrait arrives as a mosaic of its own pixels, and textured squares twinkle at the cards’ edges.

A React component by Bruno Delorence: https://brunodelorence.com/components/pixel-stats. MIT License, Copyright (c) 2026 Bruno Delorence.

Category: Motion.

## Anatomy

1. **Stat card**: A big square card that is a button: it assembles when first seen, and pressing it counts the figure up again.
2. **Selection frame**: A design tool’s frame round the figure, tilted 1.8°, with a square handle at each corner that settles on entrance.
3. **Pixel figure**: The number in a 5 × 7 dot-matrix font. Every cell is drawn, lit or not, so digits change by cells turning on and off.
4. **Edge tile**: A square of brushed texture made in code, gathered at the card’s edges. Some twinkle now and then while on screen.
5. **Progress bar**: A slider in 24 segments with pixel-cut corners; the last lit segment fills gradually, so the value moves smoothly.
6. **Pixel hand**: The demo’s cursor: it hovers, grabs the end of the fill and drags it. The reader’s first touch sends it away.
7. **Pixel portrait**: An illustration cut in a circle of pixels. On entrance an 8 × 8 mosaic of its shades drops away square by square.
8. **Small stat card**: A figure in plain type that counts up, a label, and a corner of pixels. Takes decimals, a prefix and a suffix.

## When to use

- A results section on a landing page: two or three headline numbers, a quote that backs them, and room to breathe.
- A brand that plays with pixels, where the figures can be art as well as data.
- Numbers worth a moment of attention: each card assembles and counts up once, the first time it comes into view.
- A progress figure people may want to try: the bar is a real slider, dragged by pointer or moved with the arrow keys.

## When not to use

- Dashboards and live metrics that change often or need comparing. Use plain stat tiles or a chart.
- More than five or six figures: the tiles only work for a few short numbers. Use a table.
- Decimals, dates or long figures in the big card: its pixel font draws whole numbers. Put those in a small card.
- A serious or regulated context (finance, health) where playful figures could read as unserious.

## Installation

Install it with the shadcn CLI, into components/pixel-stats of any React project:

```sh
npx shadcn@latest add https://brunodelorence.com/r/pixel-stats.json
```

Or copy all the source files below into one folder of your project. Either way it needs React 19 and a bundler with CSS Modules (Next.js, Vite).

It has a dark colour scheme. Its colours are CSS light-dark() pairs, kept inside @supports so that builds which rewrite light-dark() for older browsers leave them alone: it follows your page’s color-scheme (light unless the page sets one) or its colorScheme prop, with nothing to configure. Browsers without light-dark() show it light.

## Usage

```tsx
import { PixelStats } from './pixel-stats';

// Two stat cards, a testimonial and two small stats: pass your own figures.
export function ReviewStats() {
  return (
    <PixelStats
      stat={{ value: 86, suffix: '%', caption: 'Fewer handoffs between teams' }}
      progress={{ value: 64, caption: 'Faster code reviews' }}
      quote={{
        text: 'Reviews used to wait for days. Now most of them land before lunch.',
        name: 'Ines Moreau',
        role: 'Engineering lead',
      }}
      figures={[
        { value: 3.2, decimals: 1, suffix: '×', label: 'Faster first review' },
        { value: 12, suffix: 'k', label: 'Reviews closed weekly', accent: 'lilac', corner: 'br' },
      ]}
    />
  );
}
```

## States

- **Finished**: Every card as the server draws it, and as each one ends its entrance. The hand rests beside the fill.
- **Before the entrance**: Where each card starts when it first comes into view: no figure tiles, the frames and bolt away, the portrait in a mosaic.
- **Hand over the fill**: The demo’s hand moves onto the end of the fill before it grabs it.
- **Hand grabbing**: The hand closes and shrinks a little; in the demo it then drags the bar to a new value.
- **Empty bar**: At 0 every segment is out and the figure reads 0%.
- **Full bar**: At 100 the figure takes four characters and the hand sits at the end of the bar.
- **Light**: Set by `colorScheme="light"`: white big cards, each tile with a hairline of its own tone.
- **Dark**: Set by `colorScheme="dark"`: the cards turn near-black and the tiles lose their hairlines; the pixel art stays the same.

## How it works

- The figures come from pixel fonts written as text: a 5 × 7 grid for the big number and 3 × 5 for the percentage, # lit and . empty. Every cell of a glyph is always in the page, lit or not, so when a digit changes its cells fade and scale with a CSS transition instead of being replaced.
- The tiles’ texture is made in code. Gradient noise is swirled by a slower noise, slanted, stretched into streaks and mapped onto a ramp of peach or violet, then written as a 64 × 64 PNG in a data URI. It comes out the same on the server and in the browser, so it is in the first HTML, and every tile shows its own window of the same image.
- The server draws every card finished. In the browser a card resets before its first paint and plays once it comes into view: the selection frame swings into its tilt and its handles pop, the tiles of a zero rise in on a sweep from left to right, and the number counts up to its value. Pressing the card plays it again.
- The progress bar is a slider whose fill is one custom property, --fill. Each of its 24 segments works out its own opacity from it in CSS, so the last one fills gradually. While the card is on screen and untouched, a pixel hand comes to the end of the fill, grabs it and drags it to a new value, and the figure follows.
- The bolt and the hands are pixel art drawn from text into crisp SVG squares; the bar’s ends and the portrait’s circle are clip-path polygons cut in steps. The edge tiles twinkle one at a time with the Web Animations API, above the content and never clipped, so a twinkle never pulls a larger layer onto the GPU.
- Every colour but the art is a light-dark() token on the root, so it follows the page’s color-scheme, or the colorScheme prop: the big stat cards are white by day and near-black at night. The tiles, textures, sprites and portrait keep their colours; by day each tile gains a hairline in its own tone, so the pale figures hold on white.

## API reference

- **stat** (`Stat`, default `STAT`): The big figure in tiles: a whole number counted up from zero (two or three digits read best), a suffix set in plain type and a one-line caption.
- **progress** (`Progress`, default `PROGRESS`): Where the bar starts, from 0 to 100, and its caption, which also names the slider.
- **quote** (`Quote`, default `QUOTE`): The testimonial: its text, and the name and role of who said it. The portrait is an illustration, in portrait.tsx.
- **figures** (`readonly Figure[]`, default `FIGURES`): The small stat cards: a value with its decimals, prefix and suffix, a label, and the texture (accent) and corner of their pixels.
- **defaultState** (`PixelStatsState`): Opens held still: phase 'rest' (every card finished) or 'hidden' (where the entrances start), and hand 'rest', 'hover', 'grab' or 'hidden' on the bar. No entrances, no twinkle, and the demo off.
- **onProgressChange** (`(value: number) => void`): Called when the reader moves the progress bar, with its value from 0 to 100.
- **onReplay** (`(figure: string) => void`): Called when a stat card the reader pressed has counted up again, with its figure as read.
- **autoplay** (`boolean`, default `true`): Drag the progress bar to its next stop while the card is visible and untouched.
- **colorScheme** (`'light' | 'dark' | 'system'`): Its colours: light, dark, or the reader’s system setting. Without it the component follows the page’s color-scheme, which is light unless the page sets one.
- **className** (`string`): Extra class for the root, a stage of its own.

## Accessibility

- The stat cards are buttons named by their figure and caption (“86% Fewer handoffs between teams”) and described as “Press to count it again”. When a replay ends, a polite live region says the figure again.
- The bar is a slider from 0 to 100 named by its caption: the arrow keys move it by 1 (Shift by 10), Page Up and Page Down by 10, Home and End to the ends. A finger moves it only once it slides sideways, or on a tap, so a vertical swipe across it still scrolls the page.
- The demo hand stops at the reader’s first touch, key or focus on the bar. Tiles, sprites, frames and the portrait are hidden from screen readers: the values are in the accessible names, not in the counting digits.
- Under reduced motion nothing moves: no entrance, count, twinkle or demo. The figures show their values, and pressing a card only announces it.

## Source

### pixel-stats/pixel-stats.tsx

```tsx
// Copyright (c) 2026 Bruno Delorence. MIT License.

'use client';

import { useState } from 'react';
import { MiniStat, type Figure } from './mini-stat';
import { TEXTURES } from './pixels';
import { ProgressCard, type Progress } from './progress-card';
import { StatCard, type Stat } from './stat-card';
import { Testimonial, type Quote } from './testimonial';
import styles from './pixel-stats.module.css';

/*
 * Pixel stats: a section of a landing page in which pixels are the material. Figures are drawn
 * with square tiles of a soft, brushed texture; a tilted selection frame holds them, like a design
 * tool's; textured squares gather at the cards' edges and twinkle; a pixel hand drags a progress
 * bar; a portrait is cut in a circle of pixels.
 *
 * - Two big cards: a figure that assembles tile by tile and counts up (stat-card.tsx), and a
 *   progress bar to drag, with its value in tiles (progress-card.tsx).
 * - A testimonial (testimonial.tsx) and two small stat cards (mini-stat.tsx).
 * - The tiles' textures are noise made in code and written as small PNGs (pixels.ts), set here as
 *   custom properties; the figures are drawn from pixel fonts (glyphs.ts), and the bolt and the
 *   hands from pixel art (sprites.tsx).
 *
 * The server draws every piece finished. In the browser each one plays its entrance the first
 * time it comes into view; pressing a stat card plays its count again. Nothing runs off screen, and
 * under reduced motion nothing moves.
 *
 * Light or dark: every colour but the art's is a light-dark() token in the stylesheet, so the
 * component follows the page's color-scheme, or the one the colorScheme prop sets. The big cards
 * are white by day, each tile taking a hairline of its own tone to stand off the white, and
 * near-black at night. The tiles, the sprites, the bar and the portrait are the same in both.
 */

/**
 * A still to open in, for documentation and tests: no entrance, no twinkle, no demo (the reader can
 * still press, drag and type).
 */
export type PixelStatsState = {
  /** 'rest': every card finished; 'hidden': every card where its entrance starts. */
  phase?: 'rest' | 'hidden';
  /** The demo's hand on the bar: beside the fill, over its end, grabbing it, or gone. */
  hand?: 'rest' | 'hover' | 'grab' | 'hidden';
};

const STAT: Stat = { value: 86, suffix: '%', caption: 'Fewer handoffs between teams' };
const PROGRESS: Progress = { value: 64, caption: 'Faster code reviews' };
const QUOTE: Quote = {
  text: 'Reviews used to wait for days. Now most of them land before lunch, and nobody has to chase a handoff.',
  name: 'Ines Moreau',
  role: 'Engineering lead',
};
const FIGURES: readonly Figure[] = [
  { value: 3.2, decimals: 1, suffix: '×', label: 'Faster first review', accent: 'peach' },
  { value: 12, suffix: 'k', label: 'Reviews closed every week', accent: 'lilac', corner: 'br' },
];

export function PixelStats({
  stat = STAT,
  progress = PROGRESS,
  quote = QUOTE,
  figures = FIGURES,
  className = '',
  autoplay = true,
  colorScheme,
  defaultState,
  onProgressChange,
  onReplay,
}: {
  /** The big figure in tiles: a whole number, a suffix in plain type and a caption. */
  stat?: Stat;
  /** The bar's starting value (0 to 100) and its caption, which also names the slider. */
  progress?: Progress;
  /** The testimonial: the quote, a name and a role. */
  quote?: Quote;
  /** The small stat cards: a value (with decimals, prefix, suffix), a label and an accent. */
  figures?: readonly Figure[];
  className?: string;
  /** Play the demonstration while visible and untouched; false leaves it all to the reader. */
  autoplay?: boolean;
  /** Light or dark colours, or the reader's ('system'); without it, the page's color-scheme. */
  colorScheme?: 'light' | 'dark' | 'system';
  /** Opens held still in this state: no entrances, no twinkle, and the demo off. */
  defaultState?: PixelStatsState;
  /** The reader moved the progress bar: its value, a whole number from 0 to 100. */
  onProgressChange?: (value: number) => void;
  /** A stat card the reader pressed has counted up again: its figure, as read. */
  onReplay?: (figure: string) => void;
}) {
  const [message, setMessage] = useState('');
  const still = defaultState ? (defaultState.phase ?? 'rest') : undefined;
  // Repeats are made to differ, so screen readers announce them again.
  const announce = (text: string) => setMessage((now) => (now === text ? `${text} ` : text));
  const said = (figure: string, label: string) => () => {
    announce(`${figure}: ${label}.`);
    onReplay?.(figure);
  };

  return (
    <section
      className={`${styles.root} ${className}`}
      data-color-scheme={colorScheme}
      style={TEXTURES}
      aria-label="Team stats"
      data-part="stage"
    >
      <div className={styles.layout}>
        <StatCard
          {...stat}
          still={still}
          onReplayed={said(`${stat.value}${stat.suffix ?? ''}`, stat.caption)}
        />
        <ProgressCard
          {...progress}
          autoplay={autoplay && !defaultState}
          still={still}
          hand={defaultState?.hand}
          onChange={onProgressChange}
        />
        <Testimonial {...quote} still={still} />
        {figures.map((figure) => (
          <MiniStat
            key={figure.label}
            {...figure}
            still={still}
            onReplayed={said(
              `${figure.prefix ?? ''}${figure.value.toFixed(figure.decimals ?? 0)}${figure.suffix ?? ''}`,
              figure.label,
            )}
          />
        ))}
      </div>
      <p className={styles.hidden} role="status">
        {message}
      </p>
    </section>
  );
}
```

### pixel-stats/pixel-stats.module.css

```css
/* Pixel stats (pixel-stats.tsx): a stage with two big stat cards, a testimonial and two small
   stat cards. The layout follows the stage's own width (a container query): from 600px the big
   cards sit side by side above the testimonial and the small cards; narrower, they stack. Each
   big card is a container too, and sizes its tiles, frame and type in cqi, so they scale with
   it; the testimonial lays itself out for its own width. Nothing clips its content, so a tile that
   twinkles on a layer of its own never needs a clipping layer round it.

   Colours. Everything but the art takes the tokens below, each light-dark(light, dark): the
   component follows the color-scheme it inherits from the page (light unless the page says
   otherwise), or the one its colorScheme prop sets (data-color-scheme). The big cards are white
   by day and near-black at night. The tiles, their textures, the sprites, the progress bar and
   the portrait are pixel art: the same in both. */

.root,
.root * {
  box-sizing: border-box;
}
.root {
  /* The stage; the testimonial and the small cards, a step lighter at night. */
  --surface: #fff;
  --surface-2: #fbfbfc;
  /* The words: figures, the quote and its author's name; labels and the author's role. */
  --ink: #17171a;
  --ink-muted: #74747c;
  /* Hairlines: round the light cards (and under the pointer), the stage's edge, the dashed
     guides. */
  --line: #e8e8ec;
  --line-hover: #d4d4db;
  --edge: rgb(0 0 0 / 0.06);
  --guide: rgb(23 23 26 / 0.12);
  /* The big cards and their words: white by day, with a hairline round them; near-black at
     night, with a faint rim to keep them off the stage. Their shadows, near and soft. */
  --accent: #fff;
  --accent-ink: #17171a;
  --accent-rim: #e4e4e9;
  --shadow-near: rgb(0 0 0 / 0.04);
  --shadow: rgb(20 16 40 / 0.2);
  /* On the big cards: the selection frames (peach round the figure, violet round the bar), the
     suffix after the figure, and the progress card's grid lines. */
  --stat-frame: #e8714f;
  --progress-frame: #9273ff;
  --suffix-ink: #6c6c74;
  --card-grid: rgb(23 23 26 / 0.07);
  /* By day, a hairline in each tile's own tone round it, so its pale parts stay off the white
     card; at night, none: the dark card does that. */
  --rim-blush: rgb(236 128 96 / 0.45);
  --rim-peach: rgb(226 98 70 / 0.35);
  --rim-ember: rgb(196 45 33 / 0.3);
  --rim-lilac: rgb(122 88 240 / 0.4);
  --rim-indigo: rgb(40 24 168 / 0.3);
  /* The focus rings: the system's blue, legible on both. */
  --focus: #0a84ff;
  --ease-out: cubic-bezier(0.22, 1, 0.36, 1);
  --overshoot: cubic-bezier(0.34, 1.6, 0.64, 1);
  position: relative;
  container-type: inline-size;
  border-radius: 18px;
  background: var(--surface);
  box-shadow: inset 0 0 0 1px var(--edge);
  color: var(--ink);
  font:
    400 14px/1.4 Inter,
    -apple-system,
    BlinkMacSystemFont,
    'Segoe UI',
    sans-serif;
  -webkit-font-smoothing: antialiased;
  -webkit-tap-highlight-color: transparent;
}
@supports (color: light-dark(#fff, #000)) {
  .root {
    --surface: light-dark(#fff, #0e0e11);
    --surface-2: light-dark(#fbfbfc, #1b1b20);
    --ink: light-dark(#17171a, #f2f2f4);
    --ink-muted: light-dark(#74747c, #9d9da6);
    --line: light-dark(#e8e8ec, rgb(255 255 255 / 0.08));
    --line-hover: light-dark(#d4d4db, rgb(255 255 255 / 0.2));
    --edge: light-dark(rgb(0 0 0 / 0.06), rgb(255 255 255 / 0.06));
    --guide: light-dark(rgb(23 23 26 / 0.12), rgb(255 255 255 / 0.12));
    --accent: light-dark(#fff, #15151b);
    --accent-ink: light-dark(#17171a, #fff);
    --accent-rim: light-dark(#e4e4e9, rgb(255 255 255 / 0.07));
    --shadow-near: light-dark(rgb(0 0 0 / 0.04), rgb(0 0 0 / 0.4));
    --shadow: light-dark(rgb(20 16 40 / 0.2), rgb(0 0 0 / 0.7));
    --stat-frame: light-dark(#e8714f, #f2a385);
    --progress-frame: light-dark(#9273ff, #a892ff);
    --suffix-ink: light-dark(#6c6c74, rgb(255 255 255 / 0.62));
    --card-grid: light-dark(rgb(23 23 26 / 0.07), rgb(255 255 255 / 0.07));
    --rim-blush: light-dark(rgb(236 128 96 / 0.45), transparent);
    --rim-peach: light-dark(rgb(226 98 70 / 0.35), transparent);
    --rim-ember: light-dark(rgb(196 45 33 / 0.3), transparent);
    --rim-lilac: light-dark(rgb(122 88 240 / 0.4), transparent);
    --rim-indigo: light-dark(rgb(40 24 168 / 0.3), transparent);
  }
}
/* The colorScheme prop. Without it, nothing is set: color-scheme is inherited from the page. */
.root[data-color-scheme='light'] {
  color-scheme: light;
}
.root[data-color-scheme='dark'] {
  color-scheme: dark;
}
.root[data-color-scheme='system'] {
  color-scheme: light dark;
}

/* The grid, at most 1000px wide and centred, with dashed guides along its edges that run to the
   stage's and cross at the corners, as on a canvas. */
.layout {
  --pad: clamp(14px, 3.4cqi, 30px);
  --side: max(var(--pad), (100cqi - 1000px) / 2);
  display: grid;
  grid-template-columns: repeat(2, minmax(0, 1fr));
  gap: clamp(10px, 1.6cqi, 14px);
  padding: var(--pad) var(--side);
  background:
    linear-gradient(90deg, var(--guide) 50%, transparent 0) 0 calc(var(--pad) - 1px) / 6px 1px
      repeat-x,
    linear-gradient(90deg, var(--guide) 50%, transparent 0) 0 calc(100% - var(--pad) + 1px) / 6px
      1px repeat-x,
    linear-gradient(var(--guide) 50%, transparent 0) calc(var(--side) - 1px) 0 / 1px 6px repeat-y,
    linear-gradient(var(--guide) 50%, transparent 0) calc(100% - var(--side) + 1px) 0 / 1px 6px
      repeat-y;
}

.card {
  --radius: 16px;
  position: relative;
  min-width: 0;
  margin: 0;
  border-radius: var(--radius);
}
/* The stat cards are buttons (press one to count it again). */
.statCard,
.mini {
  display: block;
  width: 100%;
  padding: 0;
  border: 0;
  color: inherit;
  font: inherit;
  text-align: inherit;
  cursor: pointer;
}
.statCard:focus-visible,
.mini:focus-visible,
.slider:focus-visible {
  outline: 2px solid var(--focus);
  outline-offset: 3px;
}

/* The two big cards. They clip nothing: their tiles stay inside (see .tile[data-flush]), so a
   tile that twinkles needs no clipping layer. */
.statCard,
.progressCard {
  grid-column: 1 / -1;
  aspect-ratio: 1;
  container-type: inline-size;
  background-color: var(--accent);
  color: var(--accent-ink);
  box-shadow:
    0 0 0 1px var(--accent-rim),
    0 1px 2px var(--shadow-near),
    0 18px 36px -24px var(--shadow);
}
.statCard {
  /* A figure tile; the seam between tiles; an edge tile. */
  --tile: clamp(8px, 3.5cqi, 17px);
  --seam: max(1px, calc(var(--tile) * 0.08));
  --cell: 7.2cqi;
  --texture-size: 200px;
  --frame: var(--stat-frame);
  --tilt: -1.8deg;
  text-align: center;
}
.statBody {
  position: absolute;
  inset: 0;
  display: flex;
  flex-direction: column;
  align-items: center;
  justify-content: center;
  gap: calc(var(--tile) * 2.3);
  padding: 0 8cqi;
}

/* The selection: the figure, with the frame round it. */
.selection {
  position: relative;
  display: flex;
  align-items: flex-end;
  gap: calc(var(--tile) * 0.9);
  padding: calc(var(--tile) * 1.9) calc(var(--tile) * 1.8);
}
.frame {
  position: absolute;
  inset: 0;
  border: 1.5px solid var(--frame);
  transform: rotate(var(--tilt));
  transition:
    transform 0.8s var(--overshoot),
    opacity 0.3s ease;
}
.handle {
  position: absolute;
  width: 9px;
  height: 9px;
  border: 1.5px solid var(--frame);
  background: #fff;
  transition: transform 0.5s var(--overshoot);
}
.handle[data-corner='tl'] {
  top: -5.25px;
  left: -5.25px;
}
.handle[data-corner='tr'] {
  top: -5.25px;
  right: -5.25px;
}
.handle[data-corner='br'] {
  right: -5.25px;
  bottom: -5.25px;
}
.handle[data-corner='bl'] {
  bottom: -5.25px;
  left: -5.25px;
}
@media (hover: hover) {
  .statCard:hover .handle {
    transform: scale(1.3);
  }
}

/* A figure in tiles (pixel-figure.tsx): every cell is there; the lit ones show. */
.figure {
  display: flex;
  gap: var(--tile);
}
.glyph {
  display: grid;
  grid-template-columns: repeat(var(--columns), var(--tile));
  grid-auto-rows: var(--tile);
  gap: var(--seam);
}
.cell {
  border-radius: max(1px, calc(var(--tile) * 0.08));
  background:
    radial-gradient(closest-side, rgb(var(--glow-color) / var(--glow)), transparent),
    var(--texture) var(--x) var(--y) / 120px 120px,
    var(--base);
  box-shadow: inset 0 0 0 1px var(--rim);
  opacity: 0;
  transform: translateY(60%) scale(0.5);
  transition:
    opacity 0.1s ease,
    transform 0.16s var(--ease-out);
}
.cell[data-on] {
  opacity: 1;
  transform: none;
}

/* The tones of the tiles: a texture (pixels.ts), a base colour under it, a glow, and the rim
   they take by day. */
.figure[data-tone='blush'],
.tile[data-tone='blush'] {
  --texture: var(--tex-blush);
  --base: #fde3d8;
  --glow-color: 240 120 90;
  --rim: var(--rim-blush);
}
.figure[data-tone='peach'],
.tile[data-tone='peach'] {
  --texture: var(--tex-peach);
  --base: #f8b39a;
  --glow-color: 232 96 70;
  --rim: var(--rim-peach);
}
.figure[data-tone='ember'],
.tile[data-tone='ember'] {
  --texture: var(--tex-ember);
  --base: #f0603f;
  --glow-color: 255 210 170;
  --rim: var(--rim-ember);
}
.figure[data-tone='lilac'],
.tile[data-tone='lilac'] {
  --texture: var(--tex-lilac);
  --base: #c4b0ff;
  --glow-color: 255 255 255;
  --rim: var(--rim-lilac);
}
.figure[data-tone='indigo'],
.tile[data-tone='indigo'] {
  --texture: var(--tex-indigo);
  --base: #5b42f0;
  --glow-color: 190 170 255;
  --rim: var(--rim-indigo);
}

/* The entrance (data-phase on a card): hidden, then assembling, then counting. */
.card[data-phase='hidden'] .cell {
  opacity: 0;
  transform: translateY(60%) scale(0.5);
  transition-duration: 0.18s;
}
.card[data-phase='assemble'] .cell {
  transition:
    opacity 0.3s ease-out var(--delay),
    transform 0.55s var(--overshoot) var(--delay);
}
.card[data-phase='hidden'] .frame {
  opacity: 0;
  transform: rotate(calc(var(--tilt) * 4)) scale(1.06);
  transition-duration: 0.18s;
}
.card[data-phase='hidden'] .handle {
  transform: scale(0);
  transition-duration: 0.18s;
}
.card[data-phase='assemble'] .handle {
  transition-delay: calc(0.35s + var(--n) * 80ms);
}

.suffix {
  margin-bottom: calc(var(--tile) * -0.08);
  font-size: calc(var(--tile) * 4.4);
  font-weight: 500;
  line-height: 0.78;
  letter-spacing: -0.04em;
  color: var(--suffix-ink);
  transition: opacity 0.4s ease;
}
.card[data-phase='hidden'] .suffix {
  opacity: 0;
  transition-duration: 0.18s;
}
.card[data-phase='assemble'] .suffix {
  transition-delay: 0.5s;
}
.caption {
  margin: 0;
  max-width: 24ch;
  font-size: clamp(14px, 4.4cqi, 19px);
  font-weight: 500;
  line-height: 1.3;
  letter-spacing: -0.01em;
  color: var(--accent-ink);
  text-wrap: balance;
}

/* Tiles at a card's edges (decoration.tsx), placed from a corner in tiles (--col, --row). They
   are painted over the card's content, which they never cover: so when one twinkles, on a layer
   of its own, nothing else has to move to a layer to stay on top of it. */
.tile {
  position: absolute;
  z-index: 1;
  width: var(--cell);
  pointer-events: none;
  height: var(--cell);
  background:
    var(--texture) var(--x) var(--y) / var(--texture-size) var(--texture-size),
    var(--base);
  box-shadow: inset 0 0 0 1px var(--rim);
}
.tile[data-corner='tl'] {
  top: calc(var(--row) * var(--cell));
  left: calc(var(--col) * var(--cell));
}
.tile[data-corner='tr'] {
  top: calc(var(--row) * var(--cell));
  right: calc(var(--col) * var(--cell));
}
.tile[data-corner='bl'] {
  bottom: calc(var(--row) * var(--cell));
  left: calc(var(--col) * var(--cell));
}
.tile[data-corner='br'] {
  right: calc(var(--col) * var(--cell));
  bottom: calc(var(--row) * var(--cell));
}
/* Hidden at rest: it only shows when it twinkles. */
.tile[data-twinkle='flash'] {
  opacity: 0;
}
/* A tile in the very corner takes the card's rounded corner. */
.tile[data-flush][data-corner='tl'] {
  border-top-left-radius: var(--radius);
}
.tile[data-flush][data-corner='tr'] {
  border-top-right-radius: var(--radius);
}
.tile[data-flush][data-corner='bl'] {
  border-bottom-left-radius: var(--radius);
}
.tile[data-flush][data-corner='br'] {
  border-bottom-right-radius: var(--radius);
}

/* The progress card: faint grid lines, purple tiles, and the slider in a selection. */
.progressCard {
  --tile: clamp(6px, 2.9cqi, 13px);
  --seam: max(1px, calc(var(--tile) * 0.1));
  --cell: 2.6cqi;
  --texture-size: 72px;
  --frame: var(--progress-frame);
  --tilt: 1.4deg;
  --grid: var(--card-grid);
  background-image:
    linear-gradient(var(--grid), var(--grid)), linear-gradient(var(--grid), var(--grid)),
    linear-gradient(var(--grid), var(--grid)), linear-gradient(var(--grid), var(--grid));
  background-position:
    0 11%,
    0 89%,
    9% 0,
    91% 0;
  background-size:
    100% 1px,
    100% 1px,
    1px 100%,
    1px 100%;
  background-repeat: no-repeat;
}
.progressBody {
  position: absolute;
  inset: 0;
  display: grid;
  place-items: center;
}
.progressSelection {
  flex-direction: column;
  align-items: center;
  gap: max(5cqi, 20px);
  width: 70cqi;
  padding: 7.5cqi 6cqi 6cqi;
}
.bolt {
  position: absolute;
  z-index: 1;
  top: -6cqi;
  left: -4.5cqi;
  width: 39px;
  height: 51px;
  filter: drop-shadow(1px 0 0 #d6d1ea) drop-shadow(-1px 0 0 #d6d1ea) drop-shadow(0 1px 0 #d6d1ea)
    drop-shadow(0 -1px 0 #d6d1ea);
  transition:
    transform 0.5s var(--overshoot),
    opacity 0.2s ease;
}
.card[data-phase='hidden'] .bolt {
  opacity: 0;
  transform: scale(0.4) rotate(-12deg);
  transition-duration: 0.18s;
}
.card[data-phase='assemble'] .bolt {
  transition-delay: 0.3s;
}

/* The slider: the bar (its fill is --fill, from 0 to 1) and the demo's hand. */
.slider {
  position: relative;
  width: 100%;
  padding: 7px 0;
  border-radius: 4px;
  cursor: grab;
  touch-action: pan-y;
}
.slider:active {
  cursor: grabbing;
}
.bar {
  display: block;
  height: clamp(24px, 8.6cqi, 36px);
  padding: 3px;
  background: #c9bbff;
}
.track {
  display: flex;
  gap: 3px;
  height: 100%;
  padding: 4px;
  background: #fff;
}
/* Lit up to the fill; the last one partly, so the fill moves smoothly. */
.segment {
  flex: 1;
  border-radius: 1px;
  background: linear-gradient(#a689ff, #7b56f6);
  opacity: clamp(0, var(--fill) * var(--segments) - var(--i), 1);
}
/* Along the fill, inside the bar's border and padding: a container, so the hand can move by a
   share of its width (100cqw) on a transform. */
.rail {
  position: absolute;
  top: 50%;
  right: 7px;
  left: 7px;
  container-type: inline-size;
}
/* The hand's fingertip (4.5 pixels in) sits on the end of the fill, then moves by state. */
.cursor {
  position: absolute;
  translate: calc(var(--fill) * 100cqw) 0;
  top: 0;
  left: -9px;
  width: 32px;
  height: 36px;
  transform: translate(12px, 5px);
  transform-origin: 9px 0;
  transition:
    transform 0.6s var(--ease-out),
    opacity 0.3s ease;
}
.cursor[data-state='hover'] {
  transform: translate(0, -1px);
}
.cursor[data-state='grab'] {
  transform: translate(0, 1px) scale(0.92);
  transition-duration: 0.12s;
}
.cursor[data-state='hidden'] {
  opacity: 0;
  transform: translate(34px, 30px);
}
.pointing,
.grabbing {
  position: absolute;
  inset: 0;
  width: 100%;
  height: 100%;
  filter: drop-shadow(1px 0 0 #d6d1ea) drop-shadow(-1px 0 0 #d6d1ea) drop-shadow(0 1px 0 #d6d1ea)
    drop-shadow(0 -1px 0 #d6d1ea);
}
.grabbing,
.cursor[data-state='grab'] .pointing {
  visibility: hidden;
}
.cursor[data-state='grab'] .grabbing {
  visibility: visible;
}

/* The testimonial: a card that is a container of its own, around a figure laid out for the
   card's width. Narrow, the quote over the portrait and its author; from 400px, the portrait on
   the left of both. */
.quote {
  grid-column: 1 / -1;
  container-type: inline-size;
  display: grid;
  align-content: center;
  padding: clamp(16px, 2.8cqi, 28px);
  border: 1px solid var(--line);
  background: var(--surface-2);
}
.quoteBody {
  display: grid;
  grid-template-areas:
    'text text'
    'portrait author';
  grid-template-columns: auto minmax(0, 1fr);
  align-items: center;
  gap: 14px;
  margin: 0;
}
.portrait {
  position: relative;
  grid-area: portrait;
  width: 56px;
  aspect-ratio: 1;
}
.portraitArt {
  display: block;
  width: 100%;
  height: 100%;
}
/* The mosaic over it, whose squares drop away when the row comes into view. */
.mosaic {
  position: absolute;
  inset: 0;
  display: grid;
  grid-template-columns: repeat(8, 1fr);
  grid-template-rows: repeat(8, 1fr);
}
.square {
  opacity: 0;
  transition: opacity 0.2s steps(2) var(--delay);
}
.quote[data-phase='hidden'] .square {
  opacity: 1;
  transition: none;
}
.quoteText {
  grid-area: text;
  margin: 0;
  font-size: clamp(15px, 3.3cqi, 18px);
  line-height: 1.45;
  letter-spacing: -0.01em;
  text-wrap: pretty;
}
.quoteText p {
  margin: 0;
}
.author {
  grid-area: author;
  display: flex;
  flex-direction: column;
  gap: 2px;
  font-size: 13px;
  color: var(--ink-muted);
}
.name {
  font-weight: 500;
  color: var(--ink);
}
@container (min-width: 400px) {
  .quoteBody {
    grid-template-areas:
      'portrait text'
      'portrait author';
    gap: 10px clamp(16px, 4.4cqi, 24px);
  }
  .portrait {
    width: clamp(64px, 18cqi, 104px);
  }
  .author {
    flex-direction: row;
    flex-wrap: wrap;
    column-gap: 8px;
  }
  .role::before {
    /* A separator to see, with no text to read out. */
    content: '·' / '';
    margin-right: 8px;
  }
}

/* A small stat card. */
.mini {
  --cell: 10px;
  --texture-size: 64px;
  display: flex;
  flex-direction: column;
  justify-content: flex-start;
  gap: 4px;
  min-height: 104px;
  padding: 16px 18px;
  border: 1px solid var(--line);
  background: var(--surface-2);
  transition: border-color 0.2s ease;
}
@media (hover: hover) {
  .mini:hover {
    border-color: var(--line-hover);
  }
}
.miniValue {
  font-size: clamp(26px, 3.7cqi, 34px);
  font-weight: 500;
  line-height: 1.1;
  letter-spacing: -0.03em;
  font-variant-numeric: tabular-nums;
}
.miniLabel {
  font-size: 13px;
  line-height: 1.35;
  color: var(--ink-muted);
}

/* For screen readers only. */
.hidden {
  position: absolute;
  width: 1px;
  height: 1px;
  margin: -1px;
  padding: 0;
  overflow: hidden;
  clip-path: inset(50%);
  white-space: nowrap;
}

@container (min-width: 600px) {
  .layout {
    grid-template-columns: repeat(6, minmax(0, 1fr));
  }
  .statCard,
  .progressCard {
    grid-column: span 3;
  }
  .quote {
    grid-column: span 4;
    grid-row: span 2;
  }
  .mini {
    grid-column: span 2;
  }
}

@media (prefers-reduced-motion: reduce) {
  .cell,
  .frame,
  .handle,
  .suffix,
  .bolt,
  .cursor,
  .square {
    transition: none;
  }
}
```

### pixel-stats/stat-card.tsx

```tsx
'use client';

import { useId, useState } from 'react';
import { SelectionFrame, Tiles, type Tile } from './decoration';
import { TALL } from './glyphs';
import {
  prefersReducedMotion,
  tween,
  useEntrance,
  useInView,
  useScheduler,
  useTwinkle,
} from './motion';
import { PixelFigure } from './pixel-figure';
import styles from './pixel-stats.module.css';

/*
 * A stat card: a big figure drawn in tiles, held in a tilted selection frame, over a line of
 * caption, with textured tiles scattered on the card's edges.
 *
 * When the card comes into view the figure plays its entrance: the frame swings into place and its
 * handles settle, the tiles of a zero rise into place one by one, then the figure counts up to its
 * value, its tiles turning on and off as the digits change. Pressing the card plays it again.
 * While it is on screen, the edge tiles twinkle now and then.
 */

export type Stat = {
  /** A whole number, drawn in tiles (counted up from zero, padded to its own length). */
  value: number;
  /** Set after the figure in plain type. */
  suffix?: string;
  /** One line under the figure. */
  caption: string;
};

/** Where the card is in its entrance; `rest` is finished. */
type Phase = 'rest' | 'hidden' | 'assemble' | 'count';

/** The tiles fade out (on a replay), in ms. */
const HIDE = 180;
/** The zero's tiles rise into place, the last one this long after the first, in ms. */
const ASSEMBLE = 760;
const COUNT = 1300;

/** The tiles round the edges: a cluster at the top right and the bottom left, and a few strays. */
const EDGE_TILES: readonly Tile[] = [
  // Top right: a cluster, and strays down the edge, clear of the frame.
  { corner: 'tr', x: 0, y: 0, tone: 'blush', twinkle: 'dim' },
  { corner: 'tr', x: 2, y: 0, tone: 'peach', twinkle: 'dim' },
  { corner: 'tr', x: 4, y: 0.5, tone: 'blush', twinkle: 'flash' },
  { corner: 'tr', x: 1, y: 1, tone: 'peach', twinkle: 'dim' },
  { corner: 'tr', x: 3, y: 1, tone: 'blush', twinkle: 'dim' },
  { corner: 'tr', x: 0, y: 2, tone: 'ember', twinkle: 'dim' },
  { corner: 'tr', x: 2, y: 2, tone: 'peach', twinkle: 'flash' },
  { corner: 'tr', x: 0, y: 4.4, tone: 'blush', twinkle: 'dim' },
  { corner: 'tr', x: 0, y: 5.4, tone: 'peach', twinkle: 'flash' },
  // Top left and left edge: two strays.
  { corner: 'tl', x: 1.6, y: 1.2, tone: 'peach', twinkle: 'flash' },
  { corner: 'tl', x: 0, y: 6.4, tone: 'blush', twinkle: 'dim' },
  // Bottom left: a cluster, clear of the caption.
  { corner: 'bl', x: 0, y: 0, tone: 'peach', twinkle: 'dim' },
  { corner: 'bl', x: 1, y: 1, tone: 'ember', twinkle: 'dim' },
  { corner: 'bl', x: 0, y: 2, tone: 'blush', twinkle: 'dim' },
  { corner: 'bl', x: 1, y: 2, tone: 'peach', twinkle: 'dim' },
  { corner: 'bl', x: 0, y: 3, tone: 'peach', twinkle: 'flash' },
  { corner: 'bl', x: 3, y: 0, tone: 'peach', twinkle: 'dim' },
  { corner: 'bl', x: 4, y: 1, tone: 'ember', twinkle: 'dim' },
  { corner: 'bl', x: 3, y: 2, tone: 'blush', twinkle: 'flash' },
  { corner: 'bl', x: 6.5, y: 0, tone: 'blush', twinkle: 'dim' },
  { corner: 'br', x: 1.4, y: 0, tone: 'peach', twinkle: 'flash' },
];

export function StatCard({
  value,
  suffix = '',
  caption,
  still,
  onReplayed,
}: Stat & {
  /** Held still in this phase: no entrance, no twinkle. */
  still?: 'rest' | 'hidden';
  /** Called when a replay the reader asked for has finished counting. */
  onReplayed?: () => void;
}) {
  const { ref, inView } = useInView<HTMLButtonElement>();
  const [phase, setPhase] = useState<Phase>(still ?? 'rest');
  const [shown, setShown] = useState(still === 'hidden' ? 0 : value);
  const { later, keep, stop } = useScheduler();
  const hintId = useId();

  const hide = () => {
    setPhase('hidden');
    setShown(0);
  };

  /** Assembles a zero, then counts up to the value. */
  const assemble = (done?: () => void) => {
    setShown(0);
    setPhase('assemble');
    later(ASSEMBLE, () => {
      setPhase('count');
      keep(
        tween(0, value, COUNT, (now) => setShown(Math.round(now)), {
          done: () => {
            setPhase('rest');
            done?.();
          },
        }),
      );
    });
  };

  const skipEntrance = useEntrance(inView, hide, assemble, !still);
  useTwinkle(ref, inView && !still);

  const replay = () => {
    skipEntrance();
    stop();
    if (prefersReducedMotion()) {
      setShown(value);
      setPhase('rest');
      onReplayed?.();
      return;
    }
    // The figure fades out where it is, then assembles again.
    setPhase('hidden');
    later(HIDE, () => assemble(onReplayed));
  };

  return (
    <button
      ref={ref}
      type="button"
      className={`${styles.card} ${styles.statCard}`}
      data-phase={phase}
      data-part="stat-card"
      aria-describedby={hintId}
      onClick={replay}
    >
      <Tiles tiles={EDGE_TILES} seed={7} />
      <span className={styles.statBody}>
        <span className={styles.selection} data-part="selection">
          <SelectionFrame />
          <PixelFigure
            text={String(shown).padStart(String(value).length, '0')}
            font={TALL}
            tone="blush"
            seed={1}
          />
          {suffix && (
            <span className={styles.suffix} aria-hidden="true">
              {suffix}
            </span>
          )}
        </span>
        <span className={styles.caption} data-part="caption">
          <span className={styles.hidden}>
            {value}
            {suffix}{' '}
          </span>
          {caption}
        </span>
      </span>
      <span id={hintId} hidden>
        Press to count it again.
      </span>
    </button>
  );
}
```

### pixel-stats/progress-card.tsx

```tsx
'use client';

import {
  useCallback,
  useEffect,
  useId,
  useRef,
  useState,
  type CSSProperties,
  type KeyboardEvent,
  type PointerEvent,
} from 'react';
import { SelectionFrame, Tiles, tilesFromMap, type Tile } from './decoration';
import { SQUAT } from './glyphs';
import { easeInOut, tween, useEntrance, useInView, useScheduler, useTwinkle } from './motion';
import { PixelFigure } from './pixel-figure';
import { stairs } from './pixels';
import { BOLT, GRABBING_HAND, PixelArt, POINTING_HAND } from './sprites';
import { useAutoplay } from './use-autoplay';
import styles from './pixel-stats.module.css';

/*
 * A progress card in purple: a pixel bolt, a segmented bar and, under it, its value drawn in
 * tiles, in a selection frame, with clusters of pixels in the corners and faint grid lines.
 *
 * The bar is a slider: drag it (pointer capture; a vertical swipe still scrolls the page), or
 * focus it and use the arrow keys. The fill is one custom property, --fill, from 0 to 1: each
 * segment's opacity is worked out from it in CSS, so the last one fills gradually, and the
 * hand's place along the bar is a transform of it (in container units: the bar's width).
 *
 * When the card comes into view its figure assembles and the bar fills to its value. Then, while
 * the card is on screen and untouched, a pixel hand comes to the end of the fill, grabs it and
 * drags it somewhere else; the figure follows. The reader's first touch stops it.
 */

export type Progress = {
  /** Where the bar starts, from 0 to 100. */
  value: number;
  /** One line under the figure; it also names the slider. */
  caption: string;
};

type Phase = 'rest' | 'hidden' | 'assemble' | 'count';
type Cursor = 'rest' | 'hover' | 'grab' | 'hidden';

const SEGMENTS = 24;
/** The figure's tiles rise into place, then the bar fills, in ms. */
const ASSEMBLE = 650;
const FILL = 1100;
/** Where the demo drags the bar, in turn. */
const STOPS = [88, 41, 76, 23, 95, 57];
/** From the bar's edge to its fill (its border and padding), in px; see .bar and .track. */
const INSET = 7;
/** How far a finger slides sideways before it drags the bar, in px. */
const SLOP = 6;

/** The bar and its track, with their corners cut in pixels. */
const BAR_SHAPE = stairs([2, 1], '3px');
const TRACK_SHAPE = stairs([1], '2px');

const SEGMENT_ELEMENTS = Array.from({ length: SEGMENTS }, (_, i) => (
  <span key={i} className={styles.segment} style={{ '--i': i } as CSSProperties} />
));

/**
 * Pixels gathered in the corners, thinning out (two maps, each drawn in two opposite corners), and
 * a few strays in the margins, outside the grid lines. The corner itself stays empty: the card's
 * rounded corner would cut into a pixel there.
 */
const NEAR = ['..bab.c', '.ab....', 'ba.....', 'a......', '.b.....', '.......', 'c......'];
const FAR = ['..aba', '.c...', 'a....', 'b....', '.....', 'a....'];
const LEGEND = {
  a: { tone: 'lilac', twinkle: 'dim' },
  b: { tone: 'indigo', twinkle: 'dim' },
  c: { tone: 'lilac', twinkle: 'flash' },
} as const;
const CLUSTERS: readonly Tile[] = [
  ...tilesFromMap(NEAR, 'tl', LEGEND),
  ...tilesFromMap(NEAR, 'br', LEGEND),
  ...tilesFromMap(FAR, 'tr', LEGEND),
  ...tilesFromMap(FAR, 'bl', LEGEND),
  { corner: 'tl', x: 12, y: 1, tone: 'lilac', twinkle: 'dim' },
  { corner: 'tr', x: 1, y: 15, tone: 'lilac', twinkle: 'flash' },
  { corner: 'bl', x: 10, y: 2, tone: 'indigo', twinkle: 'dim' },
  { corner: 'br', x: 1, y: 12, tone: 'lilac', twinkle: 'dim' },
];

const clamp = (value: number) => Math.min(100, Math.max(0, value));

export function ProgressCard({
  value: start,
  caption,
  autoplay = true,
  still,
  hand,
  onChange,
}: Progress & {
  autoplay?: boolean;
  /** Held still in this phase: no entrance, no twinkle (turn autoplay off too). */
  still?: 'rest' | 'hidden';
  /** Where the demo's hand is drawn while the demo is off. */
  hand?: Cursor;
  /** The reader moved the bar: its value, a whole number from 0 to 100. */
  onChange?: (value: number) => void;
}) {
  const { ref, playing: unattended, take } = useAutoplay<HTMLDivElement>(6000);
  // The demonstration plays only when allowed, on screen and untouched.
  const playing = autoplay && unattended;
  const { ref: centre, inView } = useInView<HTMLDivElement>();
  const [value, setValue] = useState(still === 'hidden' ? 0 : start);
  const [phase, setPhase] = useState<Phase>(still ?? 'rest');
  const [cursor, setCursor] = useState<Cursor>('rest');
  /** The reader has used the bar since the demo last played: its cursor stays out of the way. */
  const [touched, setTouched] = useState(false);
  const current = useRef(still === 'hidden' ? 0 : start);
  const bar = useRef<HTMLSpanElement>(null);
  const press = useRef<{ pointer: number; x: number; dragging: boolean } | null>(null);
  const { later, keep, stop } = useScheduler();
  const captionId = useId();

  const show = useCallback((next: number) => {
    current.current = next;
    setValue(next);
  }, []);

  const skipEntrance = useEntrance(
    inView,
    () => {
      setPhase('hidden');
      show(0);
    },
    () => {
      setPhase('assemble');
      later(ASSEMBLE, () => {
        setPhase('count');
        keep(tween(0, start, FILL, show, { done: () => setPhase('rest') }));
      });
    },
    !still,
  );
  useTwinkle(ref, inView && !still);

  // The demo: rest by the bar, move onto the end of the fill, grab it, drag it to the next stop,
  // let go; again, while the card is on screen and the reader leaves it alone.
  const demo = playing && phase === 'rest';
  useEffect(() => {
    if (!demo) return;
    let alive = true;
    let timer = 0;
    let stopDrag = () => {};
    const wait = (ms: number) =>
      new Promise<void>((resolve) => {
        timer = window.setTimeout(resolve, ms);
      });
    const drag = (to: number) =>
      new Promise<void>((resolve) => {
        const from = current.current;
        stopDrag = tween(from, to, 500 + Math.abs(to - from) * 14, show, {
          ease: easeInOut,
          done: resolve,
        });
      });
    setTouched(false);
    (async () => {
      for (let turn = 0; alive; turn++) {
        setCursor('rest');
        await wait(turn ? 1500 : 700);
        if (!alive) return;
        setCursor('hover');
        await wait(650);
        if (!alive) return;
        setCursor('grab');
        await wait(170);
        if (!alive) return;
        await drag(STOPS[turn % STOPS.length]);
        if (!alive) return;
        await wait(220);
        if (!alive) return;
        setCursor('hover');
        await wait(260);
      }
    })();
    return () => {
      alive = false;
      window.clearTimeout(timer);
      stopDrag();
    };
  }, [demo, show]);

  /** The reader moves the bar: shown, and reported when its whole number changes. */
  const move = (next: number) => {
    const before = Math.round(current.current);
    show(next);
    if (Math.round(next) !== before) onChange?.(Math.round(next));
  };

  /** The reader takes over: the entrance ends where it is, and the demo stops and steps aside. */
  const readerActs = () => {
    take();
    skipEntrance();
    stop();
    setPhase('rest');
    setTouched(true);
  };

  /** The value under a point on the screen. */
  const valueAt = (clientX: number) => {
    const element = bar.current;
    if (!element) return current.current;
    const box = element.getBoundingClientRect();
    // Screen pixels to the bar's own, should the card sit in a scaled container.
    const inset = INSET * (box.width / element.offsetWidth || 1);
    return clamp(((clientX - box.left - inset) / (box.width - inset * 2)) * 100);
  };

  /*
   * A press on the bar. A mouse or a pen moves it at once; a finger only once it slides sideways,
   * or lifts where it landed (a tap), so a swipe that scrolls the page past the bar leaves it be.
   */
  const grab = (clientX: number) => {
    readerActs();
    if (press.current) press.current.dragging = true;
    move(valueAt(clientX));
  };

  const onPointerDown = (event: PointerEvent<HTMLDivElement>) => {
    if (event.button !== 0) return;
    event.currentTarget.setPointerCapture(event.pointerId);
    press.current = { pointer: event.pointerId, x: event.clientX, dragging: false };
    if (event.pointerType !== 'touch') grab(event.clientX);
  };

  const onPointerMove = (event: PointerEvent<HTMLDivElement>) => {
    const now = press.current;
    if (now?.pointer !== event.pointerId) return;
    if (now.dragging) {
      take();
      move(valueAt(event.clientX));
    } else if (Math.abs(event.clientX - now.x) > SLOP) {
      grab(event.clientX);
    }
  };

  /** The press ends: lifted, or taken over by a scroll. A drag settles on the figure's number. */
  const release = (event: PointerEvent<HTMLDivElement>) => {
    if (press.current?.pointer !== event.pointerId) return;
    const dragged = press.current.dragging;
    press.current = null;
    if (dragged) move(Math.round(current.current));
  };

  const onPointerUp = (event: PointerEvent<HTMLDivElement>) => {
    // A tap: the bar jumps to it.
    if (press.current?.pointer === event.pointerId && !press.current.dragging) grab(event.clientX);
    release(event);
  };

  const onKeyDown = (event: KeyboardEvent<HTMLDivElement>) => {
    const now = Math.round(current.current);
    const step = event.shiftKey ? 10 : 1;
    const moves: Record<string, number> = {
      ArrowRight: now + step,
      ArrowUp: now + step,
      ArrowLeft: now - step,
      ArrowDown: now - step,
      PageUp: now + 10,
      PageDown: now - 10,
      Home: 0,
      End: 100,
    };
    if (!(event.key in moves)) return;
    event.preventDefault();
    readerActs();
    move(clamp(moves[event.key]));
  };

  const rounded = Math.round(value);
  const shownCursor: Cursor =
    phase !== 'rest' || (touched && !demo) ? 'hidden' : demo ? cursor : (hand ?? 'rest');

  return (
    <div
      ref={ref}
      className={`${styles.card} ${styles.progressCard}`}
      data-phase={phase}
      data-part="progress-card"
    >
      <Tiles tiles={CLUSTERS} seed={3} />
      <div className={styles.progressBody}>
        <div
          ref={centre}
          className={`${styles.selection} ${styles.progressSelection}`}
          data-part="selection"
        >
          <SelectionFrame />
          <PixelArt art={BOLT} className={styles.bolt} />
          <div
            className={styles.slider}
            role="slider"
            tabIndex={0}
            aria-labelledby={captionId}
            aria-valuemin={0}
            aria-valuemax={100}
            aria-valuenow={rounded}
            aria-valuetext={`${rounded}%`}
            style={{ '--fill': value / 100, '--segments': SEGMENTS } as CSSProperties}
            onPointerDown={onPointerDown}
            onPointerMove={onPointerMove}
            onPointerUp={onPointerUp}
            onPointerCancel={release}
            onLostPointerCapture={release}
            onKeyDown={onKeyDown}
            onFocus={take}
          >
            <span ref={bar} className={styles.bar} style={{ clipPath: BAR_SHAPE }} data-part="bar">
              <span className={styles.track} style={{ clipPath: TRACK_SHAPE }}>
                {SEGMENT_ELEMENTS}
              </span>
            </span>
            {/* The demo's hand, carried along the fill by --fill and offset by its state. */}
            <span className={styles.rail} aria-hidden="true">
              <span className={styles.cursor} data-state={shownCursor} data-part="hand">
                <PixelArt art={POINTING_HAND} className={styles.pointing} />
                <PixelArt art={GRABBING_HAND} className={styles.grabbing} />
              </span>
            </span>
          </div>
          <PixelFigure text={`${rounded}%`} font={SQUAT} tone="lilac" seed={2} />
          <p id={captionId} className={styles.caption} data-part="caption">
            {caption}
          </p>
        </div>
      </div>
    </div>
  );
}
```

### pixel-stats/testimonial.tsx

```tsx
'use client';

import { useState, type CSSProperties } from 'react';
import { useEntrance, useInView } from './motion';
import { hash, stairs } from './pixels';
import { INKS, Portrait } from './portrait';
import styles from './pixel-stats.module.css';

/*
 * A testimonial row: a portrait cut in a circle of pixels, a quote, and who said it.
 *
 * The portrait comes in as pixels. When the row comes into view, it shows as a mosaic of 8 × 8
 * squares, each the shade of the portrait at that spot, which drop away one by one, at random, to
 * the illustration beneath.
 */

export type Quote = {
  text: string;
  name: string;
  role: string;
};

/** The portrait's outline: a circle in pixels, on its 8 × 8 squares. */
const PIXEL_CIRCLE = stairs([2, 1], '12.5%');

/**
 * The portrait in 8 × 8 squares, each the shade of the illustration there (sampled from it once):
 * 0 is its deepest ink and 7 its lightest. Redo it if you change the portrait.
 */
const MOSAIC = [
  '66666666',
  '66633666',
  '66202266',
  '66144266',
  '66154066',
  '65133156',
  '64233246',
  '62222225',
];
/** Eight shades along the portrait's inks, from ink to light. */
const SHADES = [
  INKS.ink,
  '#34388b',
  INKS.deep,
  '#6a6ecf',
  INKS.mid,
  '#a9adee',
  INKS.paper,
  INKS.light,
];

const SQUARES = MOSAIC.flatMap((row, y) =>
  [...row].map((shade, x) => (
    <span
      key={`${x},${y}`}
      className={styles.square}
      style={
        {
          background: SHADES[Number(shade)],
          '--delay': `${Math.round(hash(x, y, 5) * 700)}ms`,
        } as CSSProperties
      }
    />
  )),
);

export function Testimonial({
  text,
  name,
  role,
  still,
}: Quote & {
  /** Held still in this phase: no entrance. */
  still?: 'rest' | 'hidden';
}) {
  const { ref, inView } = useInView<HTMLDivElement>();
  const [phase, setPhase] = useState<'rest' | 'hidden'>(still ?? 'rest');
  useEntrance(
    inView,
    () => setPhase('hidden'),
    () => setPhase('rest'),
    !still,
  );
  return (
    <div
      ref={ref}
      className={`${styles.card} ${styles.quote}`}
      data-phase={phase}
      data-part="testimonial"
    >
      <figure className={styles.quoteBody}>
        <span
          className={styles.portrait}
          style={{ clipPath: PIXEL_CIRCLE }}
          aria-hidden="true"
          data-part="portrait"
        >
          <Portrait className={styles.portraitArt} />
          <span className={styles.mosaic}>{SQUARES}</span>
        </span>
        <blockquote className={styles.quoteText}>
          <p>“{text}”</p>
        </blockquote>
        <figcaption className={styles.author}>
          <span className={styles.name}>{name}</span> <span className={styles.role}>{role}</span>
        </figcaption>
      </figure>
    </div>
  );
}
```

### pixel-stats/mini-stat.tsx

```tsx
'use client';

import { useId, useState } from 'react';
import { Tiles, tilesFromMap, type Corner } from './decoration';
import {
  prefersReducedMotion,
  tween,
  useEntrance,
  useInView,
  useScheduler,
  useTwinkle,
} from './motion';
import type { Tone } from './pixels';
import styles from './pixel-stats.module.css';

/*
 * A small stat card: a figure in plain type that counts up from zero when the card comes into
 * view (and again when pressed), a label, and a few textured pixels in one corner, which
 * twinkle now and then.
 */

export type Figure = {
  value: number;
  /** Digits after the decimal point, kept while it counts. */
  decimals?: number;
  prefix?: string;
  suffix?: string;
  label: string;
  /** The pixels' texture, and the corner they gather in. */
  accent?: Tone;
  corner?: Corner;
};

const COUNT = 1100;

/**
 * The corner's pixels, drawn as in the top-left corner (mirrored in the others). The corner itself
 * stays empty, where the card's rounded corner would cut into a pixel.
 */
const ACCENT = ['..b.a', '.a...', 'b.c..', '.a...'];

export function MiniStat({
  value,
  decimals = 0,
  prefix = '',
  suffix = '',
  label,
  accent = 'peach',
  corner = 'tr',
  still,
  onReplayed,
}: Figure & {
  /** Held still: 'hidden' at zero, 'rest' at its value; no entrance, no twinkle. */
  still?: 'rest' | 'hidden';
  /** Called when a replay the reader asked for has finished counting. */
  onReplayed?: () => void;
}) {
  const { ref, inView } = useInView<HTMLButtonElement>();
  const [shown, setShown] = useState(still === 'hidden' ? 0 : value);
  const { keep, stop } = useScheduler();
  const hintId = useId();
  const format = (n: number) => `${prefix}${n.toFixed(decimals)}${suffix}`;

  const count = (done?: () => void) => {
    stop();
    keep(tween(0, value, COUNT, setShown, { done }));
  };

  const skipEntrance = useEntrance(inView, () => setShown(0), count, !still);
  useTwinkle(ref, inView && !still);

  const tiles = tilesFromMap(ACCENT, corner, {
    a: { tone: accent, twinkle: 'dim' },
    b: { tone: accent, twinkle: 'flash' },
    c: { tone: accent === 'peach' ? 'ember' : 'indigo', twinkle: 'dim' },
  });

  return (
    <button
      ref={ref}
      type="button"
      className={`${styles.card} ${styles.mini}`}
      data-part="mini-stat"
      aria-describedby={hintId}
      onClick={() => {
        skipEntrance();
        if (prefersReducedMotion()) onReplayed?.();
        else count(onReplayed);
      }}
    >
      <Tiles tiles={tiles} seed={Math.round(value * 100)} />
      <span className={styles.miniValue} aria-hidden="true" data-part="mini-value">
        {format(shown)}
      </span>
      <span className={styles.miniLabel}>
        <span className={styles.hidden}>{format(value)} </span>
        {label}
      </span>
      <span id={hintId} hidden>
        Press to count it again.
      </span>
    </button>
  );
}
```

### pixel-stats/pixel-figure.tsx

```tsx
import type { CSSProperties } from 'react';
import { isLit, type PixelFont } from './glyphs';
import { hash, type Tone } from './pixels';
import styles from './pixel-stats.module.css';

/*
 * A figure drawn in tiles. Each character of `text` is a grid of the font's cells, and each lit
 * cell a small square with a textured fill. Every cell is there, lit or not, so when a character
 * changes its cells turn on and off with a transition rather than being replaced.
 *
 * Each cell carries its own variety (stable from server to browser, see `hash`): a window into the
 * texture (--x, --y), a blush (--glow) and the delay it rises with when the figure assembles
 * (--delay), a sweep from left to right with a little jitter. The card around it sets the phase.
 */

/** Each cell's delay, per column swept, in ms. */
const SWEEP = 24;

export function PixelFigure({
  text,
  font,
  tone,
  seed = 0,
}: {
  /** The characters to draw; those the font lacks are left blank. */
  text: string;
  font: PixelFont;
  /** The texture of the lit cells. */
  tone: Tone;
  /** Varies the cells' textures and delays from one figure to another. */
  seed?: number;
}) {
  const chars = [...text];
  return (
    <span className={styles.figure} data-tone={tone} aria-hidden="true" data-part="figure">
      {chars.map((char, index) => {
        // Keyed from the right: a digit added in front leaves the others where they are.
        const slot = chars.length - index;
        return (
          <span
            key={slot}
            className={styles.glyph}
            style={{ '--columns': font.columns } as CSSProperties}
          >
            {Array.from({ length: font.columns * font.rows }, (_, cell) => {
              const column = cell % font.columns;
              const row = Math.floor(cell / font.columns);
              const random = (n: number) => hash(seed, slot, cell, n);
              const sweep = index * (font.columns + 1) + column + row * 0.6;
              return (
                <span
                  key={cell}
                  className={styles.cell}
                  data-on={isLit(font, char, column, row) || undefined}
                  style={
                    {
                      '--delay': `${Math.round(sweep * SWEEP + random(1) * 90)}ms`,
                      '--x': `${Math.round(random(2) * 100)}%`,
                      '--y': `${Math.round(random(3) * 100)}%`,
                      '--glow': (random(4) * 0.7).toFixed(2),
                    } as CSSProperties
                  }
                />
              );
            })}
          </span>
        );
      })}
    </span>
  );
}
```

### pixel-stats/glyphs.ts

```tsx
/*
 * The figures' pixel fonts. A glyph is a grid of cells written as rows of text, `#` for a lit cell
 * and `.` for an empty one, so it can be read, and redrawn, right here.
 *
 * - TALL, 5 × 7: dot-matrix digits for a big figure.
 * - SQUAT, 3 × 5: chunky digits and a percent sign, for a figure that changes as you watch.
 */

export type PixelFont = {
  columns: number;
  rows: number;
  glyphs: Readonly<Record<string, readonly string[]>>;
};

export const TALL: PixelFont = {
  columns: 5,
  rows: 7,
  glyphs: {
    '0': ['.###.', '#...#', '#...#', '#...#', '#...#', '#...#', '.###.'],
    '1': ['..#..', '.##..', '..#..', '..#..', '..#..', '..#..', '.###.'],
    '2': ['.###.', '#...#', '....#', '...#.', '..#..', '.#...', '#####'],
    '3': ['.###.', '#...#', '....#', '..##.', '....#', '#...#', '.###.'],
    '4': ['...#.', '..##.', '.#.#.', '#..#.', '#####', '...#.', '...#.'],
    '5': ['#####', '#....', '####.', '....#', '....#', '#...#', '.###.'],
    '6': ['..##.', '.#...', '#....', '####.', '#...#', '#...#', '.###.'],
    '7': ['#####', '....#', '...#.', '..#..', '.#...', '.#...', '.#...'],
    '8': ['.###.', '#...#', '#...#', '.###.', '#...#', '#...#', '.###.'],
    '9': ['.###.', '#...#', '#...#', '.####', '....#', '...#.', '.##..'],
  },
};

export const SQUAT: PixelFont = {
  columns: 3,
  rows: 5,
  glyphs: {
    '0': ['###', '#.#', '#.#', '#.#', '###'],
    '1': ['.#.', '##.', '.#.', '.#.', '###'],
    '2': ['###', '..#', '###', '#..', '###'],
    '3': ['###', '..#', '.##', '..#', '###'],
    '4': ['#.#', '#.#', '###', '..#', '..#'],
    '5': ['###', '#..', '###', '..#', '###'],
    '6': ['###', '#..', '###', '#.#', '###'],
    '7': ['###', '..#', '.#.', '.#.', '.#.'],
    '8': ['###', '#.#', '###', '#.#', '###'],
    '9': ['###', '#.#', '###', '..#', '###'],
    '%': ['#.#', '..#', '.#.', '#..', '#.#'],
  },
};

/** Whether the cell at (`column`, `row`) of `char` is lit. A character the font lacks is blank. */
export function isLit(font: PixelFont, char: string, column: number, row: number) {
  return font.glyphs[char]?.[row]?.[column] === '#';
}
```

### pixel-stats/pixels.ts

```tsx
import type { CSSProperties } from 'react';

/*
 * What the pixels are made of.
 *
 * - `marble()`: a soft, brushed texture for the tiles, made in code. Fractal noise is swirled,
 *   turned to a slant and stretched into streaks, mapped onto a ramp of colours, and written as a
 *   small PNG (64 × 64, in a data URI). It comes out the same on the server and in the browser,
 *   so it is in the server's HTML before any script runs; the browser decodes it once, and every
 *   tile shows a window of it, at an offset of its own.
 * - `hash()`: a number that looks random but is the same on the server and in the browser, so a
 *   tile's texture and timing never change between the two.
 * - `stairs()`: a clip-path outline whose corners are cut in steps, as if drawn in pixels.
 */

/** Colours from light to deep: the noise's low values take the first, its high values the last. */
type Ramp = readonly string[];

type Marble = {
  ramp: Ramp;
  seed: number;
  /** The slant of the streaks, in degrees. */
  angle: number;
  /** How long and how thin the streaks are, in pixels per cell of noise. */
  stretch: readonly [along: number, across: number];
  /** How far a slower noise swirls them, in pixels. */
  swirl: number;
  /** How much of the ramp the noise spans: the higher, the more of its lightest and deepest. */
  contrast: number;
};

/** The texture's size, in pixels; the CSS scales it with `background-size`. */
const SIZE = 64;
/** The colours the ramp is cut into: the PNG's palette. */
const SHADES = 32;

/** A seeded random in [0, 1) (mulberry32). */
function seeded(seed: number) {
  let state = seed >>> 0;
  return () => {
    state = (state + 0x6d2b79f5) >>> 0;
    let t = state;
    t = Math.imul(t ^ (t >>> 15), t | 1);
    t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
    return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
  };
}

/** Smooth gradient noise, from about -0.7 to 0.7: a random direction at each point of a grid. */
function gradientNoise(seed: number) {
  const random = seeded(seed);
  const GRID = 64;
  const directions = Array.from({ length: GRID * GRID }, () => {
    const x = random() * 2 - 1;
    const y = random() * 2 - 1;
    const length = Math.sqrt(x * x + y * y) || 1;
    return [x / length, y / length] as const;
  });
  const wrap = (n: number) => ((n % GRID) + GRID) % GRID;
  const fade = (t: number) => t * t * t * (t * (t * 6 - 15) + 10);
  return (x: number, y: number) => {
    const column = Math.floor(x);
    const row = Math.floor(y);
    const dx = x - column;
    const dy = y - row;
    const corner = (i: number, j: number) => {
      const [gx, gy] = directions[wrap(row + j) * GRID + wrap(column + i)];
      return gx * (dx - i) + gy * (dy - j);
    };
    const u = fade(dx);
    const top = corner(0, 0) + (corner(1, 0) - corner(0, 0)) * u;
    const bottom = corner(0, 1) + (corner(1, 1) - corner(0, 1)) * u;
    return top + (bottom - top) * fade(dy);
  };
}

/** The ramp cut into `SHADES` colours, as [red, green, blue]. */
function shades(ramp: Ramp) {
  const colours = ramp.map((hex) => [1, 3, 5].map((i) => parseInt(hex.slice(i, i + 2), 16)));
  return Array.from({ length: SHADES }, (_, i) => {
    const at = (i / (SHADES - 1)) * (colours.length - 1);
    const from = Math.min(colours.length - 2, Math.floor(at));
    return colours[from].map((c, k) => Math.round(c + (colours[from + 1][k] - c) * (at - from)));
  });
}

/*
 * A PNG in indexed colour: a palette, then a byte per pixel, each row after a 0 (no filter). The
 * pixels go uncompressed, in deflate's "stored" blocks: at 64 × 64, about 4 KB.
 */
const CRC_TABLE = Array.from({ length: 256 }, (_, n) => {
  let c = n;
  for (let k = 0; k < 8; k++) c = c & 1 ? 0xedb88320 ^ (c >>> 1) : c >>> 1;
  return c >>> 0;
});
function crc32(bytes: readonly number[]) {
  let crc = 0xffffffff;
  for (const byte of bytes) crc = CRC_TABLE[(crc ^ byte) & 255] ^ (crc >>> 8);
  return (crc ^ 0xffffffff) >>> 0;
}
const uint32 = (n: number) => [(n >>> 24) & 255, (n >>> 16) & 255, (n >>> 8) & 255, n & 255];
function chunk(type: string, data: readonly number[]) {
  const body = [...type].map((char) => char.charCodeAt(0)).concat(data);
  return [...uint32(data.length), ...body, ...uint32(crc32(body))];
}
function png(pixels: Uint8Array, palette: number[][]) {
  const raw: number[] = [];
  for (let y = 0; y < SIZE; y++) raw.push(0, ...pixels.subarray(y * SIZE, (y + 1) * SIZE));
  // zlib: a header, blocks of at most 65535 bytes stored as they are, then the data's Adler-32.
  const zlib = [0x78, 0x01];
  for (let start = 0; start < raw.length; start += 65535) {
    const block = raw.slice(start, start + 65535);
    const last = start + 65535 >= raw.length ? 1 : 0;
    const length = block.length;
    zlib.push(last, length & 255, length >>> 8, ~length & 255, (~length >>> 8) & 255, ...block);
  }
  let a = 1;
  let b = 0;
  for (const byte of raw) {
    a = (a + byte) % 65521;
    b = (b + a) % 65521;
  }
  zlib.push(...uint32(((b << 16) | a) >>> 0));
  const bytes = [
    ...[0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a],
    ...chunk('IHDR', [...uint32(SIZE), ...uint32(SIZE), 8, 3, 0, 0, 0]),
    ...chunk('PLTE', palette.flat()),
    ...chunk('IDAT', zlib),
    ...chunk('IEND', []),
  ];
  let binary = '';
  for (const byte of bytes) binary += String.fromCharCode(byte);
  return `data:image/png;base64,${btoa(binary)}`;
}

/** A marbled texture, as a CSS `url()`. */
export function marble({ ramp, seed, angle, stretch, swirl, contrast }: Marble) {
  const grain = gradientNoise(seed);
  const flowX = gradientNoise(seed + 1);
  const flowY = gradientNoise(seed + 2);
  const cos = Math.cos((angle * Math.PI) / 180);
  const sin = Math.sin((angle * Math.PI) / 180);
  const pixels = new Uint8Array(SIZE * SIZE);
  for (let y = 0; y < SIZE; y++) {
    for (let x = 0; x < SIZE; x++) {
      // Swirled by a slower noise, turned, then stretched along the slant.
      const sx = x + swirl * flowX(x / 24, y / 24);
      const sy = y + swirl * flowY(x / 24, y / 24);
      const along = (sx * cos + sy * sin) / stretch[0];
      const across = (sy * cos - sx * sin) / stretch[1];
      // Three octaves, each finer and fainter.
      let value = 0;
      for (let octave = 0; octave < 3; octave++) {
        value += grain(along * 2 ** octave, across * 2 ** octave) / 2 ** octave;
      }
      const level = Math.min(1, Math.max(0, 0.5 + value * contrast));
      pixels[y * SIZE + x] = Math.round(level * (SHADES - 1));
    }
  }
  return `url("${png(pixels, shades(ramp))}")`;
}

/** The tiles' textures, by tone. */
const TONES = {
  /** Paper white with a peach blush: the digits. */
  blush: marble({
    ramp: ['#fffaf7', '#ffefe8', '#fddccf', '#f8bfa6', '#f19c7d'],
    seed: 4,
    angle: -34,
    stretch: [22, 5],
    swirl: 6,
    contrast: 1,
  }),
  /** Peach, from pale to deep: the tiles round the card. */
  peach: marble({
    ramp: ['#fff4ee', '#fdd9ca', '#f8b094', '#f08a69', '#e86c4e'],
    seed: 9,
    angle: -32,
    stretch: [26, 4.5],
    swirl: 7,
    contrast: 1.15,
  }),
  /** Coral to red: a few hot tiles. */
  ember: marble({
    ramp: ['#ffd7b5', '#ff9e6c', '#f6643f', '#e2432d', '#c42d21'],
    seed: 2,
    angle: -58,
    stretch: [30, 4],
    swirl: 5,
    contrast: 1.2,
  }),
  /** Lavender to violet: the progress card's tiles. */
  lilac: marble({
    ramp: ['#f6f2ff', '#ddd0ff', '#bba3ff', '#9471ff', '#6c47f2'],
    seed: 6,
    angle: -30,
    stretch: [26, 4.5],
    swirl: 7,
    contrast: 1.15,
  }),
  /** Violet to indigo: the deepest purple tiles. */
  indigo: marble({
    ramp: ['#d2c9ff', '#8f79ff', '#5d40f6', '#3d27d8', '#2818a8'],
    seed: 13,
    angle: -40,
    stretch: [24, 5],
    swirl: 5,
    contrast: 1.1,
  }),
};

export type Tone = keyof typeof TONES;

/** The textures as custom properties (`--tex-blush`, `--tex-peach`...), for the demo's root. */
export const TEXTURES = Object.fromEntries(
  Object.entries(TONES).map(([tone, texture]) => [`--tex-${tone}`, texture]),
) as CSSProperties;

/** A number in [0, 1) from whole numbers: the same inputs always give the same number. */
export function hash(...values: number[]) {
  let h = 2166136261;
  for (const value of values) h = Math.imul(h ^ value, 16777619);
  h ^= h >>> 15;
  h = Math.imul(h, 2246822507);
  h ^= h >>> 13;
  h = Math.imul(h, 3266489909);
  h ^= h >>> 16;
  return (h >>> 0) / 4294967296;
}

/**
 * A `polygon()` with its four corners cut in steps. `steps` are each step's inset, from the top
 * row down, in `unit`s (a CSS length): [2, 1] cuts two units off the first row and one off the
 * second, which on an 8-unit square draws a circle in pixels.
 */
export function stairs(steps: readonly number[], unit: string) {
  const near = (n: number) => (n ? `calc(${n} * ${unit})` : '0px');
  const far = (n: number) => (n ? `calc(100% - ${n} * ${unit})` : '100%');
  // One corner's outline as (inset, depth) pairs, from the top edge round to the side.
  const corner: [number, number][] = steps.flatMap((inset, row): [number, number][] => [
    [inset, row],
    [inset, row + 1],
  ]);
  corner.push([0, steps.length]);
  const back = [...corner].reverse();
  const points = [
    ...corner.map(([inset, depth]) => `${far(inset)} ${near(depth)}`),
    ...back.map(([inset, depth]) => `${far(inset)} ${far(depth)}`),
    ...corner.map(([inset, depth]) => `${near(inset)} ${far(depth)}`),
    ...back.map(([inset, depth]) => `${near(inset)} ${near(depth)}`),
  ];
  return `polygon(${points.join(', ')})`;
}
```

### pixel-stats/sprites.tsx

```tsx
import type { ReactElement } from 'react';

/*
 * Pixel art drawn from text: one string per row, one character per pixel, `.` for none. A sprite
 * is an SVG with a rect for each run of one colour along a row, and crisp edges; size it in CSS at
 * a whole number of screen pixels per pixel to keep it sharp.
 */

/** The colour of each character used in the art below. */
const PALETTE: Readonly<Record<string, string>> = {
  k: '#0b0b10',
  w: '#ffffff',
  p: '#a585ff',
  l: '#d6c8ff',
};

export function PixelArt({ art, className }: { art: readonly string[]; className?: string }) {
  const width = Math.max(...art.map((row) => row.length));
  const rects: ReactElement[] = [];
  art.forEach((row, y) => {
    for (let x = 0; x < row.length;) {
      const ink = row[x];
      let length = 1;
      while (row[x + length] === ink) length++;
      if (ink !== '.') {
        rects.push(
          <rect key={`${x},${y}`} x={x} y={y} width={length} height={1} fill={PALETTE[ink]} />,
        );
      }
      x += length;
    }
  });
  return (
    <svg
      className={className}
      viewBox={`0 0 ${width} ${art.length}`}
      shapeRendering="crispEdges"
      aria-hidden="true"
    >
      {rects}
    </svg>
  );
}

/** A lightning bolt: outline, fill and a lit edge. 13 × 17. */
export const BOLT = [
  '.....kkkkkkkk',
  '.....klpppppk',
  '....kklpppppk',
  '....klpppppkk',
  '...kklpppppk.',
  '...klpppppkk.',
  '..kklppppkkkk',
  '..klppppppppk',
  '.kklpppppppkk',
  '.klpppppppkk.',
  '.kkkkppppkk..',
  '....kpppkk...',
  '...kkppkk....',
  '...kpppk.....',
  '...kppkk.....',
  '...kpkk......',
  '...kkk.......',
];

/** A pointing hand; its fingertip, the hotspot, is at (4.5, 0). 16 × 18. */
export const POINTING_HAND = [
  '....kk..........',
  '...kwwk.........',
  '...kwwk.........',
  '...kwwk.........',
  '...kwwkkk.......',
  '...kwwkwwkkk....',
  '...kwwkwwkwwkk..',
  'kk.kwwkwwkwwkwk.',
  'kwkkwwwwwwwwkwk.',
  'kwwkwwwwwwwwwwk.',
  '.kwkwwwwwwwwwwk.',
  '.kwwwwwwwwwwwwk.',
  '..kwwwwwwwwwwwk.',
  '..kwwwwwwwwwwk..',
  '...kwwwwwwwwwk..',
  '...kwwwwwwwwk...',
  '....kwwwwwwwk...',
  '....kkkkkkkkk...',
];

/** The same hand, closed on something; drawn on the same 16 × 18 grid. */
export const GRABBING_HAND = [
  '................',
  '................',
  '................',
  '................',
  '....kk.kk.kk....',
  '...kwwkwwkwwkk..',
  '...kwwkwwkwwkwk.',
  '.kkkwwwwwwwwkwk.',
  'kwwkwwwwwwwwwwk.',
  'kwwwwwwwwwwwwwk.',
  '.kwwwwwwwwwwwwk.',
  '..kwwwwwwwwwwwk.',
  '..kwwwwwwwwwwk..',
  '...kwwwwwwwwwk..',
  '...kwwwwwwwwk...',
  '....kwwwwwwwk...',
  '....kwwwwwwwk...',
  '....kkkkkkkkk...',
];
```

### pixel-stats/decoration.tsx

```tsx
import type { CSSProperties } from 'react';
import { hash, type Tone } from './pixels';
import styles from './pixel-stats.module.css';

/*
 * What the cards are decorated with: textured tiles scattered at their edges, and the selection
 * frame, a design tool's, with a square handle at each corner. All of it is decorative
 * (aria-hidden).
 */

export type Corner = 'tl' | 'tr' | 'bl' | 'br';

export type Tile = {
  /** The corner it is placed from. */
  corner: Corner;
  /** Its distance from that corner, in tiles, across and down (or up). */
  x: number;
  y: number;
  tone: Tone;
  /** How it twinkles: `dim` fades and shrinks for a moment; `flash` rests hidden and flashes in. */
  twinkle?: 'dim' | 'flash';
};

/**
 * Tiles from a map drawn as if in the top-left corner, one string per row, one character per
 * tile (`.` for none); `legend` gives each character's tone and twinkle. Drawn in another corner,
 * the map is mirrored.
 */
export function tilesFromMap(
  map: readonly string[],
  corner: Corner,
  legend: Readonly<Record<string, Pick<Tile, 'tone' | 'twinkle'>>>,
): Tile[] {
  return map.flatMap((row, y) =>
    [...row].flatMap((char, x) => (legend[char] ? [{ corner, x, y, ...legend[char] }] : [])),
  );
}

/**
 * The tiles, placed in the card itself (no wrapper box round them): each one's layer is no bigger
 * than the tile, so when one twinkles on a layer of its own it overlaps nothing else.
 */
export function Tiles({ tiles, seed = 0 }: { tiles: readonly Tile[]; seed?: number }) {
  return (
    <>
      {tiles.map((tile, i) => (
        <span
          key={i}
          className={styles.tile}
          aria-hidden="true"
          data-part="tile"
          data-corner={tile.corner}
          data-tone={tile.tone}
          data-twinkle={tile.twinkle}
          data-flush={(tile.x === 0 && tile.y === 0) || undefined}
          style={
            {
              '--col': tile.x,
              '--row': tile.y,
              // A window of its own into the texture (a percentage keeps it inside the image).
              '--x': `${Math.round(hash(seed, i, 1) * 100)}%`,
              '--y': `${Math.round(hash(seed, i, 2) * 100)}%`,
            } as CSSProperties
          }
        />
      ))}
    </>
  );
}

const CORNERS: readonly Corner[] = ['tl', 'tr', 'br', 'bl'];

/** The selection frame, tilted by the CSS (`--tilt`); its handles settle one after another. */
export function SelectionFrame() {
  return (
    <span className={styles.frame} aria-hidden="true" data-part="frame">
      {CORNERS.map((corner, n) => (
        <span
          key={corner}
          className={styles.handle}
          data-corner={corner}
          style={{ '--n': n } as CSSProperties}
        />
      ))}
    </span>
  );
}
```

### pixel-stats/portrait.tsx

```tsx
import { useId } from 'react';

/*
 * The testimonial's portrait: an illustrated person in two inks (indigo on lavender, with the
 * tints between), so the demo needs no photo and shows no real face. A fine halftone of dots on
 * the backdrop gives it the look of a duotone print. Swap it for an <img> for a real person.
 */

/** The inks, from the deepest to the lightest. */
export const INKS = {
  ink: '#23265e',
  deep: '#4549b8',
  mid: '#8e92e6',
  paper: '#c4c7f5',
  light: '#eceefe',
} as const;

export function Portrait({ className }: { className?: string }) {
  const dots = useId();
  const { ink, deep, mid, paper, light } = INKS;
  return (
    <svg className={className} viewBox="0 0 96 96" aria-hidden="true">
      <defs>
        <pattern id={dots} width="3" height="3" patternUnits="userSpaceOnUse">
          <circle cx="1.5" cy="1.5" r="0.6" fill={deep} opacity="0.2" />
        </pattern>
      </defs>
      <rect width="96" height="96" fill={paper} />
      <rect width="96" height="96" fill={`url(#${dots})`} />
      <circle cx="48" cy="42" r="32" fill={light} opacity="0.3" />
      {/* Hair, behind: a bob. */}
      <path
        d="M25 46C24 28 34 18 48 18s24 10 23 28c-.3 8 1.2 14 4.5 19.5-8.5 4.5-18 4-24-1.5h-7c-6 5.5-15.5 6-24 1.5 3.3-5.5 4.8-11.5 4.5-19.5Z"
        fill={ink}
      />
      {/* Shoulders, neck and collar. */}
      <path d="M10 96c1-15 12-23.5 27-25.5L48 77l11-6.5c15 2 26 10.5 27 25.5Z" fill={deep} />
      <path
        d="M14.5 90c2.5-8.5 9-14.5 19-17.5"
        fill="none"
        stroke={mid}
        strokeWidth="2.2"
        opacity="0.5"
      />
      <path d="M42 54h12v15c-2 3.6-4 5-6 5s-4-1.4-6-5Z" fill={mid} />
      <path
        d="M37 70.5c3 5.5 6.5 8.5 11 8.5s8-3 11-8.5l-4.5-2c-1.7 3.3-3.9 4.9-6.5 4.9s-4.8-1.6-6.5-4.9Z"
        fill={paper}
      />
      {/* Face, lit from the left. */}
      <ellipse cx="48" cy="42" rx="15.5" ry="18" fill={light} />
      <path
        d="M56.5 26.5c5.5 4 8 10 7.1 17-.8 9.1-7 15.7-15.2 16.5 6-4.4 9.4-10.6 9.6-17.8.2-5.8-.2-10.8-1.5-15.7Z"
        fill={mid}
        opacity="0.5"
      />
      <circle cx="38.6" cy="51" r="2.8" fill={mid} opacity="0.35" />
      <circle cx="57.4" cy="51" r="2.8" fill={mid} opacity="0.35" />
      {/* Hair, in front: a fringe swept from a side parting, and locks down the cheeks. */}
      <path
        d="M32.5 42c-1.5-13 5.5-20.5 16-20.5 10.5 0 17.3 7 16.1 19.5-1.4-5.2-4-8.8-7.6-11.2-5.6 4-14 7.6-24.5 12.2Z"
        fill={ink}
      />
      <path d="M32.6 40c-.6 10 .8 17 4 22-4.4-1-7-6-7-14Z" fill={ink} />
      <path d="M63.4 40c.6 10-.8 17-4 22 4.4-1 7-6 7-14Z" fill={ink} />
      <path
        d="M39.5 26.6c4.6-2.6 11.4-2.8 16.8-.6M35.8 31.6c3.6-3.4 7.6-5 12-5.4"
        fill="none"
        stroke={deep}
        strokeWidth="1.4"
        strokeLinecap="round"
      />
      {/* Features. */}
      <g fill="none" stroke={ink} strokeLinecap="round">
        <path d="M38 37.6q3.8-2 7.6-.2M50.4 37.4q3.8-1.8 7.6.2" strokeWidth="1.4" />
        <circle cx="41.6" cy="44.4" r="5" strokeWidth="1.3" />
        <circle cx="54.4" cy="44.4" r="5" strokeWidth="1.3" />
        <path d="M46.6 44q1.4-1 2.8 0" strokeWidth="1.3" />
      </g>
      <circle cx="41.8" cy="44.8" r="1.35" fill={ink} />
      <circle cx="54.2" cy="44.8" r="1.35" fill={ink} />
      <path
        d="M48.8 47c.9 2.6 1.1 4.4-1.1 5.1"
        fill="none"
        stroke={mid}
        strokeWidth="1.3"
        strokeLinecap="round"
      />
      <path d="M42.6 53.4q5.4 6 10.8 0-5.4 1.8-10.8 0Z" fill={ink} />
    </svg>
  );
}
```

### pixel-stats/motion.ts

```tsx
'use client';

import { useCallback, useEffect, useLayoutEffect, useRef, useState, type RefObject } from 'react';

/*
 * The motion the cards share: whether a card is on screen, how it enters, how a number eases to
 * another, and how tiles twinkle. Nothing here runs while a card is off screen or in a hidden tab,
 * and nothing moves under reduced motion.
 */

export const prefersReducedMotion = () =>
  window.matchMedia('(prefers-reduced-motion: reduce)').matches;

export const easeOut = (t: number) => 1 - (1 - t) ** 3;
export const easeInOut = (t: number) => (t < 0.5 ? 4 * t ** 3 : 1 - (-2 * t + 2) ** 3 / 2);

/**
 * Whether the element is on screen, in a visible tab. It comes in once `threshold` of it shows,
 * and goes out once it has left the screen entirely.
 */
export function useInView<T extends Element>(threshold = 0.35) {
  const ref = useRef<T>(null);
  const [inView, setInView] = useState(false);
  useEffect(() => {
    const element = ref.current;
    if (!element) return;
    let onScreen = false;
    const update = () => setInView(onScreen && !document.hidden);
    const observer = new IntersectionObserver(
      ([entry]) => {
        onScreen = entry.intersectionRatio >= threshold || (onScreen && entry.isIntersecting);
        update();
      },
      { threshold: [0, threshold] },
    );
    observer.observe(element);
    document.addEventListener('visibilitychange', update);
    return () => {
      observer.disconnect();
      document.removeEventListener('visibilitychange', update);
    };
  }, [threshold]);
  return { ref, inView };
}

/**
 * A card's entrance. The server draws the card finished; in the browser, unless motion is reduced,
 * `reset` sets it back to its start before the first paint, and `play` runs the first time the
 * card comes into view. Returns a function that calls it off, for when the reader gets there
 * first.
 */
export function useEntrance(
  inView: boolean,
  reset: () => void,
  play: () => void,
  /** false: no entrance at all; the card stays as it was first drawn. */
  enabled = true,
) {
  const waiting = useRef(false);
  const allowed = useRef(enabled);
  // The latest of both, for the effects below, which run once each.
  const steps = useRef({ reset, play });
  useLayoutEffect(() => {
    steps.current = { reset, play };
  });
  useLayoutEffect(() => {
    if (!allowed.current || prefersReducedMotion()) return;
    steps.current.reset();
    waiting.current = true;
  }, []);
  useEffect(() => {
    if (!inView || !waiting.current) return;
    waiting.current = false;
    steps.current.play();
  }, [inView]);
  return useCallback(() => {
    waiting.current = false;
  }, []);
}

/**
 * Timers and animation frames that one `stop()` cancels together: a card's running sequence, cut
 * short when it replays or unmounts.
 */
export function useScheduler() {
  const cancels = useRef<(() => void)[]>([]);
  const stop = useCallback(() => {
    for (const cancel of cancels.current) cancel();
    cancels.current = [];
  }, []);
  /** Runs `step` in `ms`. */
  const later = useCallback((ms: number, step: () => void) => {
    const timer = window.setTimeout(step, ms);
    cancels.current.push(() => window.clearTimeout(timer));
  }, []);
  /** Keeps a cancel function, such as the one `tween` returns. */
  const keep = useCallback((cancel: () => void) => {
    cancels.current.push(cancel);
  }, []);
  useEffect(() => stop, [stop]);
  return { later, keep, stop };
}

/**
 * Eases a number from `from` to `to` in `duration` ms, calling `update` on each frame and `done` at
 * the end. Returns a function that stops it.
 */
export function tween(
  from: number,
  to: number,
  duration: number,
  update: (value: number) => void,
  { ease = easeOut, done }: { ease?: (t: number) => number; done?: () => void } = {},
) {
  let frame = 0;
  let start = -1;
  const step = (now: number) => {
    if (start < 0) start = now;
    const t = Math.min(1, Math.max(0, (now - start) / duration));
    update(from + (to - from) * ease(t));
    if (t < 1) frame = requestAnimationFrame(step);
    else done?.();
  };
  frame = requestAnimationFrame(step);
  return () => cancelAnimationFrame(frame);
}

/** How a tile twinkles, by its `data-twinkle`: a lit tile dims and shrinks; a hidden one flashes. */
const TWINKLES: Readonly<Record<string, Keyframe[]>> = {
  dim: [
    { opacity: 1, transform: 'none' },
    { opacity: 0.18, transform: 'scale(0.72)' },
    { opacity: 1, transform: 'none' },
  ],
  flash: [
    { opacity: 0, transform: 'scale(0.6)' },
    { opacity: 1, transform: 'none' },
    { opacity: 0, transform: 'scale(0.6)' },
  ],
};

/**
 * While `active`, a `[data-twinkle]` tile inside `scope` twinkles every so often, picked at random:
 * one short animation of its opacity and scale (on the compositor), then nothing until the next.
 */
export function useTwinkle(scope: RefObject<HTMLElement | null>, active: boolean) {
  useEffect(() => {
    const element = scope.current;
    if (!active || !element || prefersReducedMotion()) return;
    const tiles = Array.from(element.querySelectorAll<HTMLElement>('[data-twinkle]'));
    if (!tiles.length) return;
    const running = new Set<Animation>();
    let timer = 0;
    const twinkle = () => {
      const tile = tiles[Math.floor(Math.random() * tiles.length)];
      const keyframes = TWINKLES[tile.dataset.twinkle ?? ''];
      if (keyframes && !tile.getAnimations().length) {
        const animation = tile.animate(keyframes, {
          duration: 900 + Math.random() * 700,
          easing: 'ease-in-out',
        });
        running.add(animation);
        const forget = () => running.delete(animation);
        animation.finished.then(forget, forget);
      }
      timer = window.setTimeout(twinkle, 260 + Math.random() * 700);
    };
    timer = window.setTimeout(twinkle, 500);
    return () => {
      window.clearTimeout(timer);
      for (const animation of running) animation.cancel();
    };
  }, [scope, active]);
}
```

### pixel-stats/use-autoplay.ts

```tsx
'use client';

import { useCallback, useEffect, useRef, useState } from 'react';

/*
 * When a demo may play on its own: while part of it is on screen and the tab is visible, never
 * under reduced motion, and not while the reader is using it. `take()` hands it to the reader; it
 * takes back over `idle` ms after their last input.
 */
export function useAutoplay<T extends HTMLElement>(idle = 6000) {
  const ref = useRef<T>(null);
  const [visible, setVisible] = useState(false);
  const [reduced, setReduced] = useState(true);
  const [taken, setTaken] = useState(false);
  const timer = useRef(0);

  useEffect(() => {
    const element = ref.current;
    if (!element) return;
    let onScreen = false;
    const update = () => setVisible(onScreen && !document.hidden);
    const observer = new IntersectionObserver(
      ([entry]) => {
        onScreen = entry.isIntersecting;
        update();
      },
      { threshold: 0.3 },
    );
    observer.observe(element);
    document.addEventListener('visibilitychange', update);
    const motion = window.matchMedia('(prefers-reduced-motion: reduce)');
    const readMotion = () => setReduced(motion.matches);
    readMotion();
    motion.addEventListener('change', readMotion);
    return () => {
      observer.disconnect();
      document.removeEventListener('visibilitychange', update);
      motion.removeEventListener('change', readMotion);
    };
  }, []);

  const take = useCallback(() => {
    setTaken(true);
    window.clearTimeout(timer.current);
    timer.current = window.setTimeout(() => setTaken(false), idle);
  }, [idle]);
  useEffect(() => () => window.clearTimeout(timer.current), []);

  return { ref, take, playing: visible && !reduced && !taken };
}
```