Old rounded cars cruise past a row of pastel colonial facades with arcades and iron balconies, while laundry sways on the lines in the afternoon breeze.
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Paste two lines into any page, play it in a terminal, or put a GIF in a README. The code follows the look you pick above.
<script type="module" src="https://www.ascii-magic.com/ascii/ascii.js"></script>
<ascii-art piece="havana-pastel-street"></ascii-art>// copy havana-pastel-street.js and kit.js into your project, then:
import { useEffect, useRef } from "react";
import create from "./havana-pastel-street.js";
export function Piece() {
const ref = useRef(null);
useEffect(() => {
const draw = create(), t0 = performance.now();
let raf;
const tick = () => {
const f = draw((performance.now() - t0) / 1000);
ref.current.textContent = f.text ?? f;
raf = requestAnimationFrame(tick);
};
tick();
return () => cancelAnimationFrame(raf);
}, []);
return <pre ref={ref} style={{ lineHeight: 1, fontFamily: "Menlo, Consolas, monospace" }} />;
}npx --yes https://www.ascii-magic.com/ascii/cli.tgz havana-pastel-street<!-- Download GIF below, commit it, then: -->
<p align="center">
<img src="assets/havana-pastel-street.gif" alt="Havana Pastel Cruisers, animated ASCII art" width="720">
</p>Pause on the frame you like, pick a look, then download it at an exact size.
MIT licensed. It imports one small helper file, kit.js.
/* havana-pastel-street: pastel colonial facades with old cars cruising past, hand-built picture scene. Static: sky, facades, balconies, arcade, road. Per frame: laundry swaying and cars driving on two lanes. */
import { fbm, noise2, clamp, lerp, KEYS } from "../lib/kit.js";
const W = 192, H = 108;
const HX = new Map();
const hex = (h) => { let v = HX.get(h); if (!v) { v = [1, 3, 5].map((i) => parseInt(h.slice(i, i + 2), 16)); HX.set(h, v); } return v; };
const mix = (a, b, t) => [lerp(a[0], b[0], t), lerp(a[1], b[1], t), lerp(a[2], b[2], t)];
const ramp = (stops, t) => {
t = clamp(t);
for (let i = 1; i < stops.length; i++) if (t <= stops[i][0]) return mix(hex(stops[i - 1][1]), hex(stops[i][1]), (t - stops[i - 1][0]) / (stops[i][0] - stops[i - 1][0] || 1));
return hex(stops[stops.length - 1][1]);
};
const toHex = (c) => "#" + c.map((v) => Math.round(clamp(v, 0, 255)).toString(16).padStart(2, "0")).join("");
// Palette: hand-picked anchors, filled in with steps between.
function buildPal(anchors) {
const P = [];
for (const a of anchors) {
const n = a[a.length - 1], cs = a.slice(0, -1).map(hex);
for (let i = 0; i < n; i++) { const t = (i / Math.max(1, n - 1)) * (cs.length - 1), k = Math.min(cs.length - 2, Math.floor(t)); P.push(cs.length === 1 ? cs[0] : mix(cs[k], cs[k + 1], t - k)); }
}
return P;
}
function inPoly(x, y, P) {
let c = false;
for (let i = 0, j = P.length - 1; i < P.length; j = i++) {
const [xi, yi] = P[i], [xj, yj] = P[j];
if ((yi > y) !== (yj > y) && x < ((xj - xi) * (y - yi)) / (yj - yi) + xi) c = !c;
}
return c;
}
const hash = (a, b) => { let h = Math.imul(a * 374761393 + b * 668265263, 1274126177); h ^= h >>> 15; return ((Math.imul(h, 2246822519) ^ (h >>> 13)) >>> 0) / 4294967296; };
const LEVELS = "▁▂▃▄▅▆▇█";
// The painted picture: rgb plus a layer id per cell (0 = sky, larger = nearer).
function makeCanvas() {
const rgb = new Float32Array(W * H * 3), layer = new Uint8Array(W * H);
const put = (x, y, c, L) => { x = Math.round(x); y = Math.round(y); if (x < 0 || y < 0 || x >= W || y >= H) return; const i = y * W + x; rgb[i * 3] = c[0]; rgb[i * 3 + 1] = c[1]; rgb[i * 3 + 2] = c[2]; if (L !== undefined) layer[i] = L; };
const blend = (x, y, c, a, L) => { x = Math.round(x); y = Math.round(y); if (x < 0 || y < 0 || x >= W || y >= H || a <= 0) return; const i = y * W + x; rgb[i * 3] = lerp(rgb[i * 3], c[0], a); rgb[i * 3 + 1] = lerp(rgb[i * 3 + 1], c[1], a); rgb[i * 3 + 2] = lerp(rgb[i * 3 + 2], c[2], a); if (L !== undefined) layer[i] = L; };
return { rgb, layer, put, blend };
}
// Per frame: a working copy, a layer-aware blend, and the conversion to text.
function makeFrame(rgb, layer, PAL) {
const out = new Float32Array(W * H * 3), cache = new Map();
const LUM = PAL.map((c) => (0.2126 * c[0] + 0.7152 * c[1] + 0.0722 * c[2]) / 255);
const nearest = (r, g, b) => {
const k = ((r >> 3) << 10) | ((g >> 3) << 5) | (b >> 3);
let hit = cache.get(k);
if (hit !== undefined) return hit;
let best = 0, bd = 1e9;
for (let i = 0; i < PAL.length; i++) { const p = PAL[i], d = (p[0] - r) ** 2 * 0.3 + (p[1] - g) ** 2 * 0.59 + (p[2] - b) ** 2 * 0.11; if (d < bd) { bd = d; best = i; } }
cache.set(k, best);
return best;
};
// add: blend colour c by a at x,y, only where the painted layer is at or behind `upTo`
const add = (x, y, c, a = 1, upTo = 255) => {
x = Math.round(x); y = Math.round(y);
if (x < 0 || y < 0 || x >= W || y >= H) return;
const i = y * W + x;
if (layer[i] > upTo) return;
out[i * 3] = lerp(out[i * 3], c[0], a); out[i * 3 + 1] = lerp(out[i * 3 + 1], c[1], a); out[i * 3 + 2] = lerp(out[i * 3 + 2], c[2], a);
};
const begin = () => out.set(rgb);
const finish = () => {
const text = [], color = [];
for (let y = 0; y < H; y++) {
let tr = "", cr = "";
for (let x = 0; x < W; x++) {
const i = (y * W + x) * 3, r = clamp(out[i], 0, 255), g = clamp(out[i + 1], 0, 255), b = clamp(out[i + 2], 0, 255);
const k = nearest(r, g, b), Y = (0.2126 * r + 0.7152 * g + 0.0722 * b) / 255;
const lv = Y > 0.86 ? 7 : clamp(Math.round(5 + (Y - LUM[k]) * 12), 3, 6);
tr += LEVELS[lv]; cr += KEYS[k];
}
text.push(tr); color.push(cr);
}
return { text: text.join("\n"), color: color.join("\n") };
};
return { out, add, begin, finish };
}
const PAL = buildPal([
["#4a7ab4", "#6a98c8", "#94b8d8", "#b8d0e0", 8],
["#fff6e0", "#ffe8b8", 2],
["#c8848c", "#e0a0a8", 2], ["#5aa8a0", "#7cc4bc", 2], ["#d0b066", "#e8cc80", 2],
["#88b886", "#a8d4a0", 2], ["#9a8cc0", "#b8a8d8", 2], ["#d89a72", "#f0b890", 2],
["#c8bca8", "#a89e8e", 2],
["#1c1c22", "#2c2c34", "#3e3a40", 3],
["#2e6a5a", "#6a4430", 2],
["#5e5e66", "#76767c", "#8e8e94", 3],
["#a8a094", "#c4baa8", 2],
["#4ac0cc", "#f27a68", "#f0a0b4", "#f0cc50", "#98d8b0", 5],
["#7a98b0", 1],
["#d4ccbc", "#4a6aa8", "#c84a3c", 3],
]);
export const meta = {
slug: "havana-pastel-street", name: "Havana Pastel Cruisers", category: "cities",
note: "Old rounded cars cruise past a row of pastel colonial facades with arcades and iron balconies, while laundry sways on the lines in the afternoon breeze.",
tags: ["havana", "cuba", "street", "vintage-cars", "pastel", "travel", "city", "wallpaper"],
cols: W, rows: H, fps: 15, cell: "square", look: "dots",
dots: { tone: { gamma: 0.62, floor: 0.03, sat: 0.82 } },
palette: Object.fromEntries(PAL.map((c, i) => [KEYS[i], toHex(c)])),
};
const SKY = 0, FACADE = 1, WALK = 2, ROAD = 3;
const WALK_Y = 74, ROAD_Y = 80;
export default function create() {
const { rgb, layer, put, blend } = makeCanvas();
const SUN = [176, 9], SUNR = 4.5;
// 1. afternoon sky
for (let y = 0; y < H; y++) for (let x = 0; x < W; x++) {
let c = ramp([[0, "#4a7ab4"], [0.5, "#6a98c8"], [0.85, "#94b8d8"], [1, "#b8d0e0"]], y / 32);
c = mix(c, hex("#b8d0e0"), clamp(1 - Math.hypot(x - SUN[0], y - SUN[1]) / 26) * 0.7);
put(x, y, c, SKY);
}
// 2. the row of facades: arcade below, two floors of shuttered windows and iron balconies above
const B = [[0, 31, 20, ["#c8848c", "#e0a0a8"], 0], [31, 66, 13, ["#5aa8a0", "#7cc4bc"], 1], [66, 99, 23, ["#d0b066", "#e8cc80"], 0],
[99, 128, 16, ["#9a8cc0", "#b8a8d8"], 1], [128, 162, 21, ["#88b886", "#a8d4a0"], 0], [162, 192, 15, ["#d89a72", "#f0b890"], 1]];
const TRIM = hex("#c8bca8"), TRIM2 = hex("#a89e8e"), DARK = hex("#2c2c34"), DARK2 = hex("#1c1c22");
const balconies = [];
for (const [x0, x1, top, [c0, c1], sh] of B) {
const w = x1 - x0, nWin = Math.max(2, Math.round(w / 15)), shut = hex(sh ? "#6a4430" : "#2e6a5a");
for (let y = top; y < WALK_Y; y++) for (let x = x0; x < x1; x++) {
const n = fbm(x / 4, y / 4, 3, x0), stain = fbm(x / 9, y / 14, 2, x0 + 3);
let c = mix(hex(c0), hex(c1), clamp(0.75 - n * 0.6 + (y - top) / 200));
if (stain > 0.62) c = mix(c, hex("#a89e8e"), 0.35);
if (y < top + 3) c = y === top + 2 ? TRIM2 : TRIM; // cornice
if (y === 40 || y === 56) c = TRIM; // floor bands
if (x === x0) c = mix(c, DARK, 0.5); // seam between houses
put(x, y, c, FACADE);
}
// parapet balusters on the taller roofs
if (top < 18) for (let x = x0 + 1; x < x1 - 1; x++) { put(x, top - 1, TRIM, FACADE); if (x % 3 === 0) { put(x, top - 2, TRIM, FACADE); put(x, top - 3, TRIM, FACADE); } }
for (let x = x0 + 1; x < x1 - 1; x++) put(x, top - 4, top < 18 ? TRIM2 : hex("#6a98c8"), top < 18 ? FACADE : SKY);
// windows on two floors
for (const [fy0, fy1] of [[top + 6, 39], [43, 55]]) {
if (fy1 - fy0 < 6) continue;
for (let k = 0; k < nWin; k++) {
const cx = Math.round(x0 + (k + 0.5) * (w / nWin)), ww = 2;
for (let y = fy0; y < fy1 - 1; y++) for (let x = Math.round(cx - ww); x <= cx + ww; x++) {
const arch = y - fy0 < 2 && Math.abs(x - cx) > ww - (y - fy0) * 1.2;
if (arch) continue;
put(x, y, y === fy0 && Math.abs(x - cx) < 1 ? TRIM2 : DARK, FACADE);
}
for (let y = fy0 + 1; y < fy1 - 1; y++) { put(cx - ww - 1, y, shut, FACADE); put(cx + ww + 1, y, shut, FACADE); }
// iron balcony: slab and railing
const by = fy1 - 1;
for (let x = Math.round(cx - ww - 2); x <= cx + ww + 2; x++) {
put(x, by, TRIM, FACADE);
put(x, by - 3, DARK2, FACADE);
if (x % 2 === 0) { put(x, by - 1, DARK2, FACADE); put(x, by - 2, DARK2, FACADE); }
}
balconies.push([cx, by - 3, w / nWin, sh]);
}
}
// ground floor arcade
const nArch = Math.max(2, Math.round(w / 10));
for (let k = 0; k < nArch; k++) {
const ax0 = x0 + k * (w / nArch) + 2, ax1 = x0 + (k + 1) * (w / nArch) - 1, acx = (ax0 + ax1) / 2, r = (ax1 - ax0) / 2;
for (let y = 59; y < WALK_Y; y++) for (let x = Math.ceil(ax0); x < ax1; x++) {
const dy = 59 + r * 0.8 - y;
if (dy > 0 && ((x - acx) / r) ** 2 + (dy / (r * 0.8)) ** 2 > 1) continue;
put(x, y, y > 66 && (x + y) % 7 === 0 ? hex("#3e3a40") : DARK2, FACADE);
}
}
}
// 3. sidewalk and road
for (let y = WALK_Y; y < H; y++) for (let x = 0; x < W; x++) {
let c, L = WALK;
if (y < ROAD_Y - 1) c = mix(hex("#c4baa8"), hex("#a8a094"), (y - WALK_Y) / 5 + (x % 9 === 0 ? 0.4 : 0));
else if (y === ROAD_Y - 1) c = hex("#76767c");
else { L = ROAD; c = mix(hex("#8e8e94"), hex("#76767c"), (y - ROAD_Y) / 28 + (noise2(x / 3, y / 2, 5) - 0.5) * 0.4); if (y === 94 && Math.floor(x / 8) % 2 === 0) c = hex("#c4baa8"); }
put(x, y, c, L);
}
// shade cast by the facades onto the walk
for (let y = WALK_Y; y < WALK_Y + 3; y++) for (let x = 0; x < W; x++) blend(x, y, hex("#76767c"), 0.4);
// the sun: the one bright point
for (let y = SUN[1] - 6; y <= SUN[1] + 6; y++) for (let x = SUN[0] - 6; x <= SUN[0] + 6; x++) {
const d = Math.hypot(x - SUN[0], y - SUN[1]);
if (d < SUNR && layer[y * W + x] === SKY) put(x, y, d < SUNR - 1.2 ? hex("#fff6e0") : hex("#ffe8b8"));
}
const F = makeFrame(rgb, layer, PAL);
const LIN = ["#d4ccbc", "#4a6aa8", "#c84a3c", "#e8c040", "#d4ccbc", "#e890a8"].map(hex);
// laundry lines strung under some balconies
const lines = balconies.filter((_, i) => hash(i, 4) > 0.55).map(([cx, y, span], i) => ({ x0: cx - span * 0.45, x1: cx + span * 0.45, y: y + 5, n: 3 + (i % 2), i }));
const ROPE = hex("#3e3a40"), TYRE = hex("#1c1c22"), RIM = hex("#c8bca8"), GLASS = hex("#7a98b0");
const CARS = [
{ lane: 0, len: 34, col: "#4ac0cc", roof: "#c8bca8", speed: 16, ph: 0.1, fin: 1 },
{ lane: 0, len: 32, col: "#f0a0b4", roof: "#f0a0b4", speed: 16, ph: 0.62, fin: 0 },
{ lane: 1, len: 42, col: "#f27a68", roof: "#c8bca8", speed: 22, ph: 0.3, fin: 1 },
{ lane: 1, len: 40, col: "#f0cc50", roof: "#f0cc50", speed: 22, ph: 0.78, fin: 0 },
{ lane: 1, len: 38, col: "#98d8b0", roof: "#98d8b0", speed: 22, ph: 0.05, fin: 1 },
];
const car = (x0, base, len, col, roof, fin, dir) => {
const h = len * 0.34, c0 = hex(col), cr = hex(roof);
// soft shadow
for (let x = Math.floor(x0 - 2); x < x0 + len + 2; x++) F.add(x, base + 1, hex("#1c1c22"), 0.45, ROAD);
for (let i = 0; i <= len; i++) {
const u = i / len, x = Math.round(x0 + (dir > 0 ? i : len - i));
// body profile: rounded nose and tail, fender humps, optional fins at the back
const nose = Math.min(1, Math.min(u, 1 - u) * 7);
let top = base - h * 0.5 * Math.sqrt(nose) - (Math.abs(u - 0.82) < 0.1 || Math.abs(u - 0.2) < 0.1 ? 0.8 : 0);
if (fin && u < 0.1) top -= 1.5 * (1 - u * 10) + 0.5;
for (let y = Math.floor(top); y < base - 1; y++) F.add(x, y, mix(c0, hex("#3e3a40"), clamp((y - top) / (h * 0.6)) * 0.18));
F.add(x, base - 1, u < 0.04 || u > 0.96 ? RIM : hex("#3e3a40"));
if (Math.abs(base - h * 0.32 - 0) && u > 0.03 && u < 0.97) F.add(x, Math.round(base - h * 0.28), RIM, 0.7);
// cabin
if (u > 0.3 && u < 0.72) {
const cu = (u - 0.3) / 0.42, slope = Math.min(1, Math.min(cu, 1 - cu) * 5);
const ct = base - h * 0.5 - h * 0.5 * slope;
for (let y = Math.floor(ct); y < base - h * 0.5; y++) {
const glass = y > ct + 0.6 && cu > 0.08 && cu < 0.92 && Math.abs(cu - 0.5) > 0.04;
F.add(x, y, glass ? GLASS : cr);
}
}
}
// wheels with white walls
for (const wu of [0.2, 0.8]) {
const wx = x0 + (dir > 0 ? wu : 1 - wu) * len, wy = base - 1, r = h * 0.27;
for (let y = Math.floor(wy - r); y <= wy + r; y++) for (let x = Math.floor(wx - r); x <= wx + r; x++) {
const d = Math.hypot(x - wx, y - wy) / r;
if (d <= 1) F.add(x, y, d < 0.3 ? RIM : d > 0.55 && d < 0.75 ? hex("#a89e8e") : TYRE);
}
}
// headlamp
F.add(dir > 0 ? x0 + len : x0, base - h * 0.32, hex("#ffe8b8"), 0.8);
};
return (t) => {
F.begin();
for (const L of lines) {
for (let x = Math.floor(L.x0); x <= L.x1; x++) { const u = (x - L.x0) / (L.x1 - L.x0); F.add(x, L.y + Math.sin(u * Math.PI) * 1.5, ROPE); }
for (let k = 0; k < L.n; k++) {
const u = (k + 0.6) / (L.n + 0.2), x = lerp(L.x0, L.x1, u), y = L.y + Math.sin(u * Math.PI) * 1.5;
const w = 2 + (k + L.i) % 2, h = 3 + ((k + L.i) % 3), col = LIN[(k + L.i * 2) % LIN.length];
const sway = Math.sin(t * 1.7 + k * 1.1 + L.i * 0.7) * 1.4;
for (let j = 0; j < h; j++) for (let i = 0; i < w; i++) F.add(x + i + sway * (j / h), y + 1 + j, mix(col, hex("#3e3a40"), j / (h * 3)));
}
}
// cars on two lanes, far lane to the right, near lane to the left
for (const c of CARS) {
const span = W + c.len + 60, p = ((c.ph * span + t * c.speed) % span + span) % span;
if (c.lane === 0) car(p - c.len - 30, 91, c.len, c.col, c.roof, c.fin, 1);
else car(W + 30 - p, 105, c.len, c.col, c.roof, c.fin, -1);
}
return F.finish();
};
}
/YOUR OWN
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