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pretext

Create browser demos where text flows around moving shapes, breaks into animated letters, or becomes game geometry. Uses measured text positions to build interactive typography in a single HTML file without a build step.

OriginalShow the original description

Build creative browser demos with DOM-free text layout.

AI rating90/ 100See how to install

Good for

  • Text flowing around a draggable shape
  • Click-to-scatter letter animations
  • Games built from words and letters
  • Quote cards sized to fit multiline text

Overview

What it does

pretext creates animated browser demos built around text. It uses @chenglou/pretext to calculate line breaks, line widths, and character positions before drawing. Those measurements let paragraphs flow around moving shapes or letters scatter when clicked. It also covers games with words as blocks and cards that closely fit several lines of text. The basic setup uses Canvas 2D and a single HTML file, with no build step.

When it helps

Use it when you want to add visual effects made from the text itself to a web page, or experiment with typography that responds to interaction. The included templates provide a starting point for choosing the text, typeface, colors, movement, and controls.

Example requests

  • “Create a demo where text flows around a ball I can drag.”
  • “Make the letters of a poem scatter when clicked.”
  • “Build a game with words as blocks in a single HTML file.”

Notes

The library loads through esm.sh. Font settings must match between measurement and rendering. It is unsuitable for ordinary static layouts or general rich-text editing. The skill is licensed under MIT.

This overview was written by AI (OpenAI Codex) from the public SKILL.md. Check the original below for the exact behavior.

Objective evaluation

AI rated this skill on four points using only the contents of its SKILL.md. Stars and popularity are not taken into account.

Clear instructionsIs it clear when to use it and what it does?
AGoodThe material explicitly targets animated typography and text games, while excluding static layouts.
Concrete stepsAre steps, inputs, outputs, and examples spelled out?
AGoodThe material provides the single-HTML structure, API code examples, and implementation patterns for different effects.
SafetyAre sending data, deleting files, and running commands disclosed?
BPartly lackingCode loads from esm.sh with version pinning, but no procedure for verifying the retrieved code is provided.
Easy setupDoes it need few tools or API keys, and are they documented?
AGoodThe setup uses one HTML file without a build step and includes a CDN import example.

The total counts each point as A = 25, B = 15, C = 5. Rated by AI (OpenAI Codex) as of Oct 20, 2026. Treat it as a guide and read the original before installing.

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Files included (4)

  • SKILL.md13.7 KB
  • references/patterns.md10.2 KB
  • templates/donut-orbit.html52.0 KB
  • templates/hello-orb-flow.html3.4 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

Pretext Creative Demos

Overview

@chenglou/pretext is a 15KB zero-dependency TypeScript library by Cheng Lou (React core, ReasonML, Midjourney) for DOM-free multiline text measurement and layout. It does one thing: given (text, font, width), return the line breaks, per-line widths, per-grapheme positions, and total height — all via canvas measurement, no reflow.

That sounds like plumbing. It is not. Because it is fast and geometric, it is a creative primitive: you can reflow paragraphs around a moving sprite at 60fps, build games whose level geometry is made of real words, drive ASCII logos through prose, shatter text into particles with exact per-grapheme starting positions, or pack shrink-wrapped multiline UI without any getBoundingClientRect thrash.

This skill exists so Hermes can make cool demos with it — the kind people post to X. See pretext.cool and chenglou.me/pretext for the community demo corpus.

When to Use

Use when the user asks for:

  • A "pretext demo" / "cool pretext thing" / "text-as-X"
  • Text flowing around a moving shape (hero sections, editorial layouts, animated long-form pages)
  • ASCII-art effects using real words or prose, not monospace rasters
  • Games where the playfield / obstacles / bricks are made of text (Tetris-from-letters, Breakout-of-prose)
  • Kinetic typography with per-glyph physics (shatter, scatter, flock, flow)
  • Typographic generative art, especially with non-Latin scripts or mixed scripts
  • Multiline "shrink-wrap" UI (smallest container width that still fits the text)
  • Anything that would require knowing line breaks before rendering

Don't use for:

  • Static SVG/HTML pages where CSS already solves layout — just use CSS
  • Rich text editors, general inline formatting engines (pretext is intentionally narrow)
  • Image → text (use ascii-art / ascii-video skills)
  • Pure canvas generative art with no text role — use p5js

Creative Standard

This is visual art rendered in a browser. Pretext returns numbers; you draw the thing.

  • Don't ship a "hello world" demo. The hello-orb-flow.html template is the starting point. Every delivered demo must add intentional color, motion, composition, and one visual detail the user didn't ask for but will appreciate.
  • Dark backgrounds, warm cores, considered palette. Classic amber-on-black (CRT / terminal) works, but so do cold-white-on-charcoal (editorial) and desaturated pastels (risograph). Pick one and commit.
  • Proportional fonts are the point. Pretext's whole vibe is "not monospaced" — lean into it. Use Iowan Old Style, Inter, JetBrains Mono, Helvetica Neue, or a variable font. Never default sans.
  • Real source/text, not lorem ipsum. The corpus should mean something. Short manifestos, poetry, real source code, a found text, the library's own README — never lorem ipsum.
  • First-paint excellence. No loading states, no blank frames. The demo must look shippable the instant it opens.

Stack

Single self-contained HTML file per demo. No build step.

LayerToolPurpose
Core@chenglou/pretext via esm.sh CDNText measurement + line layout
RenderHTML5 Canvas 2DGlyph rendering, per-frame composition
SegmentationIntl.Segmenter (built-in)Grapheme splitting for emoji / CJK / combining marks
InteractionRaw DOM eventsMouse / touch / wheel — no framework
<script type="module">
import {
  prepare, layout,                   // use-case 1: simple height
  prepareWithSegments, layoutWithLines,  // use-case 2a: fixed-width lines
  layoutNextLineRange, materializeLineRange, // use-case 2b: streaming / variable width
  measureLineStats, walkLineRanges,  // stats without string allocation
} from "https://esm.sh/@chenglou/pretext@0.0.6";
</script>

Pin the version. @0.0.6 at time of writing — check npm for the latest if demo behavior is off.

The Two Use Cases

Almost everything reduces to one of these two shapes. Learn both.

Use-case 1 — measure, then render with CSS/DOM

const prepared = prepare(text, "16px Inter");
const { height, lineCount } = layout(prepared, 320, 20);

You still let the browser draw the text. Pretext just tells you how tall the box will be at a given width, without a DOM read. Use for:

  • Virtualized lists where rows contain wrapping text
  • Masonry with precise card heights
  • "Does this label fit?" dev-time checks
  • Preventing layout shift when remote text loads

Keep font and letterSpacing exactly in sync with your CSS. The canvas ctx.font format (e.g. "16px Inter", "500 17px 'JetBrains Mono'") must match the rendered CSS, or measurements drift.

Use-case 2 — measure and render yourself

const prepared = prepareWithSegments(text, FONT);
const { lines } = layoutWithLines(prepared, 320, 26);
for (let i = 0; i < lines.length; i++) {
  ctx.fillText(lines[i].text, 0, i * 26);
}

This is where the creative work lives. You own the drawing, so you can:

  • Render to canvas, SVG, WebGL, or any coordinate system
  • Substitute per-glyph transforms (rotation, jitter, scale, opacity)
  • Use line metadata (width, grapheme positions) as geometry

For variable-width-per-line flow (text around a shape, text in a donut band, text in a non-rectangular column):

let cursor = { segmentIndex: 0, graphemeIndex: 0 };
let y = 0;
while (true) {
  const lineWidth = widthAtY(y);  // your function: how wide is the corridor at this y?
  const range = layoutNextLineRange(prepared, cursor, lineWidth);
  if (!range) break;
  const line = materializeLineRange(prepared, range);
  ctx.fillText(line.text, leftEdgeAtY(y), y);
  cursor = range.end;
  y += lineHeight;
}

This is the most important pattern in the whole library. It's what unlocks "text flowing around a dragged sprite" — the demo that went viral on X.

Helpers worth knowing

  • measureLineStats(prepared, maxWidth) → { lineCount, maxLineWidth } — the widest line, i.e. multiline shrink-wrap width.
  • walkLineRanges(prepared, maxWidth, callback) — iterate lines without allocating strings. Use for stats/physics over graphemes when you don't need the characters.
  • @chenglou/pretext/rich-inline — the same system but for paragraphs mixing fonts / chips / mentions. Import from the subpath.

Demo Recipe Patterns

The community corpus (see references/patterns.md) clusters into a handful of strong patterns. Pick one and riff — don't invent a new category unless asked.

PatternKey APIExample idea
Reflow around obstaclelayoutNextLineRange + per-row width functionEditorial paragraph that parts around a dragged cursor sprite
Text-as-geometry gamelayoutWithLines + per-line collision rectsBreakout where each brick is a measured word
Shatter / particleswalkLineRanges → per-grapheme (x,y) → physicsSentence that explodes into letters on click
ASCII obstacle typographylayoutNextLineRange + measured per-row obstacle spansBitmap ASCII logo, shape morphs, and draggable wire objects that make text open around their actual geometry
Editorial multi-columnlayoutNextLineRange per column + shared cursorAnimated magazine spread with pull quotes
Kinetic typelayoutWithLines + per-line transform over timeStar Wars crawl, wave, bounce, glitch
Multiline shrink-wrapmeasureLineStatsQuote card that auto-sizes to its tightest container

See templates/donut-orbit.html and templates/hello-orb-flow.html for working single-file starters.

Workflow

  1. Pick a pattern from the table above based on the user's brief.
  2. Start from a template:
    • templates/hello-orb-flow.html — text reflowing around a moving orb (reflow-around-obstacle pattern)
    • templates/donut-orbit.html — advanced example: measured ASCII logo obstacles, draggable wire sphere/cube, morphing shape fields, selectable DOM text, and dev-only controls
    • write_file to a new .html in ~/.hermes/cache/scratch/ or the user's workspace.
  3. Swap the corpus for something intentional to the brief. Real prose, 10-100 sentences, no lorem.
  4. Tune the aesthetic — font, palette, composition, interaction. This is the work; don't skip it.
  5. Verify locally:
    cd <dir-with-html> && python -m http.server 8765
    # then open http://localhost:8765/<file>.html
    
  6. Check the console — pretext will throw if prepareWithSegments is called with a bad font string; Intl.Segmenter is available in every modern browser.
  7. Show the user the file path, not just the code — they want to open it.

Performance Notes

  • prepare() / prepareWithSegments() is the expensive call. Do it once per text+font pair. Cache the handle.
  • On resize, only rerun layout() / layoutWithLines() — never re-prepare.
  • For per-frame animations where text doesn't change but geometry does, layoutNextLineRange in a tight loop is cheap enough to do every frame at 60fps for normal-length paragraphs.
  • When rendering ASCII masks per frame, keep a cell buffer (Uint8Array/typed arrays), derive measured per-row obstacle spans from the cells or projected geometry, merge spans, then feed those spans into layoutNextLineRange before drawing text.
  • Keep visual animation and layout animation coupled. If a sphere morphs into a cube, tween both the rendered cell buffer and the obstacle spans with the same value; otherwise the demo looks painted-on instead of physically reflowed.
  • For fades, prefer layer opacity over changing glyph intensity or obstacle scale. Put transient ASCII sprites on their own canvas and fade the canvas with CSS/GSAP opacity so geometry does not appear to shrink.
  • Canvas ctx.font setting is surprisingly slow; set it once per frame if font doesn't vary, not per fillText call.

Common Pitfalls

  1. Drifting CSS/canvas font strings. ctx.font = "16px Inter" measured, but CSS says font-family: Inter, sans-serif; font-size: 16px. Fine if Inter loads. If Inter 404s, CSS falls back to sans-serif and measurements drift by 5-20%. Always preload the font or use a web-safe family.

  2. Re-preparing inside the animation loop. Only layout* is cheap. Re-calling prepare every frame will tank perf. Keep the prepared handle in module scope.

  3. Forgetting Intl.Segmenter for grapheme splits. Emoji, combining marks, CJK — "é".split("") gives you two chars. Use new Intl.Segmenter(undefined, { granularity: "grapheme" }) when sampling individual visible glyphs.

  4. break: 'never' chips without extraWidth. In rich-inline, if you use break: 'never' for an atomic chip/mention, you must also supply extraWidth for the pill padding — otherwise chip chrome overflows the container.

  5. Using @chenglou/pretext from unpkg with TypeScript-only entry. Use esm.sh — it compiles the TS exports to browser-ready ESM automatically. unpkg will 404 or serve raw TS.

  6. Monospace fallbacks silently erasing the whole point. Users seeing monospace-looking output often have a CSS font-family that fell through to monospace. Verify the actual rendered font via DevTools.

  7. Skipping rows vs adjusting width when flowing around a shape. If the corridor on this row is too narrow to fit a line, skip the row (y += lineHeight; continue;) rather than passing a tiny maxWidth to layoutNextLineRange — pretext will return one-grapheme lines that look broken.

  8. Shipping a cold demo. The default first-paint looks tutorial-grade. Add: vignette, subtle scanline, idle auto-motion, one carefully chosen interactive response (drag, hover, scroll, click). Without these, "cool pretext demo" lands as "intern repro of the README."

Verification Checklist

  • Demo is a single self-contained .html file — opens by double-click or python -m http.server
  • @chenglou/pretext imported via esm.sh with pinned version
  • Corpus is real prose, not lorem ipsum, and matches the demo's concept
  • Font string passed to prepare matches the CSS font exactly
  • prepare() / prepareWithSegments() called once, not per frame
  • Dark background + considered palette — not the default white canvas
  • At least one interactive response (drag / hover / scroll / click) or idle auto-motion
  • Tested locally with python -m http.server and confirmed no console errors
  • 60fps on a mid-tier laptop (or graceful degradation documented)
  • One "extra mile" detail the user didn't ask for

Reference: Community Demos

Clone these for inspiration / patterns (all MIT-ish, linked from pretext.cool):

  • Pretext Breaker — breakout with word-bricks — github.com/rinesh/pretext-breaker
  • Tetris × Pretext — github.com/shinichimochizuki/tetris-pretext
  • Dragon animation — github.com/qtakmalay/PreTextExperiments
  • Somnai editorial engine — github.com/somnai-dreams/pretext-demos
  • Bad Apple!! ASCII — github.com/frmlinn/bad-apple-pretext
  • Drag-sprite reflow — github.com/dokobot/pretext-demo
  • Alarmy editorial clock — github.com/SmisLee/alarmy-pretext-demo

Official playground: chenglou.me/pretext — accordion, bubbles, dynamic-layout, editorial-engine, justification-comparison, masonry, markdown-chat, rich-note.

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