Fazekit

Code

"use client";
import * as React from "react";
import { AnimatePresence, motion, useReducedMotion } from "motion/react";
import { ArrowDown, ArrowLeft, ArrowRight, ArrowUp, Hourglass, Magnet, Pause, Play, RotateCcw, Sparkles, Trophy, Volume2, VolumeX, Zap } from "lucide-react";
import { cn } from "@/lib/utils";
import { DARK_PALETTE, LIGHT_PALETTE, POWER_DURATION, SerpentEngine, type Dir, type PowerKind, type SerpentPalette, type SoundKind, type Status } from "./engine";
import { keyIsForGame, readBest, useBlips, useCanvasFit, useIsDark, usePauseOnBlur, writeBest } from "./kit";

export type { SerpentPalette } from "./engine";

export interface NeonSerpentProps {
  /** Starting level (1–9). Higher levels start faster with more pylons. */
  initialLevel?: number;
  /** Fixed seed for deterministic orb/pylon placement (tests, daily challenges). */
  seed?: number;
  /** Called once per run when the serpent crashes. */
  onGameOver?: (score: number) => void;
  /** Override canvas colours (hex). Applied on top of the light/dark palette. */
  theme?: Partial<SerpentPalette>;
  /** localStorage key for the best score. */
  storageKey?: string;
  title?: string;
  className?: string;
}

interface Hud {
  status: Status;
  score: number;
  level: number;
  combo: number;
  comboPct: number;
  length: number;
  eaten: number;
  maxCombo: number;
  active: Record<PowerKind, number>;
}

const KEY_DIR: Record<string, Dir> = { ArrowUp: 0, KeyW: 0, ArrowRight: 1, KeyD: 1, ArrowDown: 2, KeyS: 2, ArrowLeft: 3, KeyA: 3 };

const POWER_INFO: { kind: PowerKind; name: string; blurb: string; Icon: typeof Hourglass; color: string }[] = [
  { kind: "slow", name: "Slow-mo", blurb: "Time crawls for 6s", Icon: Hourglass, color: "text-cyan-500" },
  { kind: "phase", name: "Phase", blurb: "Glide through walls & pylons", Icon: Sparkles, color: "text-violet-500" },
  { kind: "magnet", name: "Magnet", blurb: "Pulls nearby orbs to you", Icon: Magnet, color: "text-amber-500" },
];

function gridFor(w: number, h: number) {
  const target = w < 520 ? 22 : 30;
  return {
    cols: Math.max(12, Math.min(32, Math.round(w / target))),
    rows: Math.max(12, Math.min(22, Math.round(h / target))),
  };
}

export function NeonSerpent({ initialLevel = 1, seed, onGameOver, theme, storageKey = "neon-serpent:best", title = "Neon Serpent", className }: NeonSerpentProps) {
  const reduce = useReducedMotion() ?? false;
  const dark = useIsDark();
  const rootRef = React.useRef<HTMLDivElement>(null);
  const canvasRef = React.useRef<HTMLCanvasElement>(null);
  const sizeRef = useCanvasFit(canvasRef);
  const engineRef = React.useRef<SerpentEngine | null>(null);
  const runRef = React.useRef(0);
  const [muted, setMuted] = React.useState(true);
  const [best, setBest] = React.useState(0);
  const [newBest, setNewBest] = React.useState(false);
  const blip = useBlips(muted);
  const [hud, setHud] = React.useState<Hud>({ status: "ready", score: 0, level: initialLevel, combo: 1, comboPct: 0, length: 4, eaten: 0, maxCombo: 1, active: { slow: 0, phase: 0, magnet: 0 } });

  const palette = React.useMemo(() => ({ ...(dark ? DARK_PALETTE : LIGHT_PALETTE), ...theme }), [dark, theme]);
  const paletteRef = React.useRef(palette);
  React.useEffect(() => {
    paletteRef.current = palette;
  }, [palette]);

  const cbRef = React.useRef({ onGameOver, blip, storageKey });
  React.useEffect(() => {
    cbRef.current = { onGameOver, blip, storageKey };
  }, [onGameOver, blip, storageKey]);

  React.useEffect(() => {
    const b = readBest(storageKey);
    // eslint-disable-next-line react-hooks/set-state-in-effect -- hydrate from localStorage after mount
    setBest(b);
  }, [storageKey]);

  const sound = React.useCallback((k: SoundKind) => {
    const b = cbRef.current.blip;
    if (k === "eat") b(660, 0.07, "square", 0.04, 220);
    else if (k === "prism") b(880, 0.18, "triangle", 0.06, 440);
    else if (k === "power") b(320, 0.25, "sawtooth", 0.04, 600);
    else if (k === "level") b(520, 0.3, "triangle", 0.05, 520);
    else if (k === "die") b(220, 0.5, "sawtooth", 0.06, -180);
  }, []);

  const makeEngine = React.useCallback((w: number, h: number) => {
    const { cols, rows } = gridFor(w || 800, h || 600);
    runRef.current += 1;
    const runSeed = seed !== undefined ? seed + runRef.current - 1 : Math.floor(Math.random() * 2 ** 31);
    engineRef.current = new SerpentEngine({
      seed: runSeed,
      level: Math.max(1, Math.min(9, initialLevel)),
      cols,
      rows,
      reduced: reduce,
      onSound: sound,
      onGameOver: (score) => {
        const key = cbRef.current.storageKey;
        const prev = readBest(key);
        if (score > prev) {
          writeBest(key, score);
          setBest(score);
          setNewBest(true);
        } else setNewBest(false);
        cbRef.current.onGameOver?.(score);
      },
    });
  }, [initialLevel, reduce, seed, sound]);

  // main loop
  React.useEffect(() => {
    const canvas = canvasRef.current;
    const ctx = canvas?.getContext("2d");
    if (!canvas || !ctx) return;
    let raf = 0;
    let last = performance.now();
    let lastHud = "";
    const frame = (now: number) => {
      const dt = Math.min(50, now - last);
      last = now;
      const { w, h, dpr } = sizeRef.current;
      if (!engineRef.current) makeEngine(w, h);
      const e = engineRef.current!;
      // regrid while idle so the arena always fits the container
      if (e.status === "ready") {
        const g = gridFor(w, h);
        if (g.cols !== e.cols || g.rows !== e.rows) makeEngine(w, h);
      }
      const eng = engineRef.current!;
      eng.update(dt);
      ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
      eng.render(ctx, w, h, paletteRef.current);
      const next: Hud = {
        status: eng.status,
        score: eng.score,
        level: eng.level,
        combo: eng.combo,
        comboPct: Math.round((Math.max(0, eng.comboTimer) / 3200) * 20) / 20,
        length: eng.snake.length,
        eaten: eng.eaten,
        maxCombo: eng.maxCombo,
        active: { slow: Math.ceil(eng.active.slow / 100), phase: Math.ceil(eng.active.phase / 100), magnet: Math.ceil(eng.active.magnet / 100) },
      };
      const key = JSON.stringify(next);
      if (key !== lastHud) {
        lastHud = key;
        setHud(next);
      }
      raf = requestAnimationFrame(frame);
    };
    raf = requestAnimationFrame(frame);
    return () => cancelAnimationFrame(raf);
  }, [makeEngine, sizeRef]);

  const start = React.useCallback(() => {
    const e = engineRef.current;
    if (!e) return;
    if (e.status === "over") {
      makeEngine(sizeRef.current.w, sizeRef.current.h);
      engineRef.current!.start();
    } else if (e.status === "ready") e.start();
    else if (e.status === "paused") e.status = "playing";
    setNewBest(false);
    rootRef.current?.focus({ preventScroll: true });
  }, [makeEngine, sizeRef]);

  const restart = React.useCallback(() => {
    makeEngine(sizeRef.current.w, sizeRef.current.h);
    engineRef.current!.start();
    setNewBest(false);
    rootRef.current?.focus({ preventScroll: true });
  }, [makeEngine, sizeRef]);

  const togglePause = React.useCallback(() => {
    const e = engineRef.current;
    if (!e) return;
    if (e.status === "playing") e.status = "paused";
    else if (e.status === "paused") e.status = "playing";
  }, []);

  const turn = React.useCallback((d: Dir) => {
    const e = engineRef.current;
    if (!e) return;
    if (e.status === "over") return;
    if (e.status === "paused") e.status = "playing";
    e.turn(d);
  }, []);

  usePauseOnBlur(
    React.useCallback(() => {
      const e = engineRef.current;
      if (e?.status === "playing") e.status = "paused";
    }, []),
  );

  React.useEffect(() => {
    const onKey = (ev: KeyboardEvent) => {
      if (!keyIsForGame(ev, rootRef.current)) return;
      const onButton = ev.target instanceof HTMLButtonElement;
      const d = KEY_DIR[ev.code];
      if (d !== undefined) {
        ev.preventDefault();
        turn(d);
        return;
      }
      const e = engineRef.current;
      if (ev.code === "Space" || ev.code === "Enter") {
        if (onButton) return;
        ev.preventDefault();
        if (e?.status === "playing") togglePause();
        else start();
      } else if (ev.code === "KeyP" || ev.code === "Escape") {
        ev.preventDefault();
        togglePause();
      } else if (ev.code === "KeyM") setMuted((m) => !m);
      else if (ev.code === "KeyR") restart();
    };
    window.addEventListener("keydown", onKey);
    return () => window.removeEventListener("keydown", onKey);
  }, [restart, start, togglePause, turn]);

  // swipe / tap on the arena
  const touch = React.useRef<{ x: number; y: number; id: number } | null>(null);
  const onPointerDown = (e: React.PointerEvent) => {
    touch.current = { x: e.clientX, y: e.clientY, id: e.pointerId };
  };
  const onPointerMove = (e: React.PointerEvent) => {
    const t = touch.current;
    if (!t || t.id !== e.pointerId) return;
    const dx = e.clientX - t.x;
    const dy = e.clientY - t.y;
    if (Math.hypot(dx, dy) < 24) return;
    turn(Math.abs(dx) > Math.abs(dy) ? (dx > 0 ? 1 : 3) : dy > 0 ? 2 : 0);
    touch.current = { x: e.clientX, y: e.clientY, id: e.pointerId };
  };
  const onPointerUp = () => {
    const st = engineRef.current?.status;
    if (touch.current && (st === "ready" || st === "over")) start();
    touch.current = null;
  };

  const status = hud.status;
  const playing = status === "playing";

  return (
    <div
      ref={rootRef}
      tabIndex={0}
      data-status={status}
      aria-label={`${title} game`}
      className={cn("relative flex h-[700px] w-full flex-col overflow-hidden bg-background text-foreground outline-none focus-visible:ring-2 focus-visible:ring-ring/40 focus-visible:ring-inset", className)}
    >
      {/* header */}
      <header className="relative z-10 flex h-14 shrink-0 items-center gap-3 border-b bg-background/80 px-3 backdrop-blur sm:px-5">
        <div className="flex min-w-0 items-center gap-2.5">
          <SerpentMark className="size-8 shrink-0" />
          <div className="min-w-0 leading-none">
            <p className="truncate bg-gradient-to-r from-cyan-500 via-fuchsia-500 to-pink-500 bg-clip-text font-mono text-sm font-black tracking-[0.18em] text-transparent uppercase">{title}</p>
            <p className="mt-1 hidden font-mono text-[10px] tracking-widest text-muted-foreground uppercase sm:block">Level {hud.level} · Len {hud.length}</p>
          </div>
        </div>
        <div className="ml-auto flex items-center gap-2 sm:gap-4">
          <Stat label="Score" value={hud.score} highlight />
          <Stat label="Best" value={Math.max(best, hud.score)} className="hidden sm:flex" />
          <div className="hidden items-center gap-2 md:flex" aria-label={`Combo multiplier ${hud.combo}`}>
            <span className={cn("font-mono text-lg font-black tabular-nums", hud.combo > 1 ? "text-fuchsia-500" : "text-muted-foreground")}>×{hud.combo}</span>
            <span className="h-1.5 w-16 overflow-hidden rounded-full bg-muted">
              <span className="block h-full rounded-full bg-gradient-to-r from-fuchsia-500 to-cyan-400 transition-[width] duration-100" style={{ width: `${hud.comboPct * 100}%` }} />
            </span>
          </div>
          <div className="flex items-center gap-1">
            <IconButton label={playing ? "Pause (P)" : "Resume (P)"} onClick={playing ? togglePause : start} disabled={status === "dying"}>
              {playing ? <Pause className="size-4" /> : <Play className="size-4" />}
            </IconButton>
            <IconButton label={muted ? "Unmute (M)" : "Mute (M)"} onClick={() => setMuted((m) => !m)} pressed={!muted}>
              {muted ? <VolumeX className="size-4" /> : <Volume2 className="size-4" />}
            </IconButton>
            <IconButton label="Restart (R)" onClick={restart}>
              <RotateCcw className="size-4" />
            </IconButton>
          </div>
        </div>
      </header>

      <div className="flex min-h-0 flex-1">
        {/* arena */}
        <div className="relative min-h-0 min-w-0 flex-1 touch-none select-none" onPointerDown={onPointerDown} onPointerMove={onPointerMove} onPointerUp={onPointerUp} onPointerCancel={() => (touch.current = null)}>
          <canvas ref={canvasRef} className="absolute inset-0 block" role="img" aria-label={`Arena. Score ${hud.score}, level ${hud.level}, length ${hud.length}.`} />
          {/* active boosts (mobile + compact) */}
          <div className="pointer-events-none absolute top-3 left-3 flex flex-col gap-1.5 lg:hidden">
            {POWER_INFO.filter((p) => hud.active[p.kind] > 0).map((p) => (
              <span key={p.kind} className="flex items-center gap-1.5 rounded-full border bg-background/80 px-2 py-1 font-mono text-[10px] font-bold tracking-wider uppercase backdrop-blur">
                <p.Icon className={cn("size-3", p.color)} aria-hidden />
                {p.name} {(hud.active[p.kind] / 10).toFixed(1)}s
              </span>
            ))}
          </div>
          <AnimatePresence>
            {status !== "playing" && status !== "dying" && (
              <Overlay key={status} reduce={reduce}>
                {status === "ready" && (
                  <>
                    <SerpentMark className="mx-auto mb-4 size-16" />
                    <h2 className="bg-gradient-to-b from-cyan-400 via-fuchsia-500 to-pink-600 bg-clip-text font-mono text-3xl font-black tracking-[0.2em] text-transparent uppercase sm:text-5xl">{title}</h2>
                    <p className="mx-auto mt-3 max-w-sm text-sm text-muted-foreground">Chain orbs fast to stack the combo. Grab boosts, dodge the pylons, and don&apos;t kiss the wall.</p>
                    <PrimaryButton onClick={start}>
                      <Play className="size-4" /> Start run
                    </PrimaryButton>
                    <p className="mt-4 hidden font-mono text-[11px] tracking-wider text-muted-foreground uppercase sm:block">Arrows / WASD steer · P pause · M sound</p>
                    <p className="mt-4 font-mono text-[11px] tracking-wider text-muted-foreground uppercase sm:hidden">Swipe or use the pad to steer</p>
                  </>
                )}
                {status === "paused" && (
                  <>
                    <p className="font-mono text-xs tracking-[0.3em] text-muted-foreground uppercase">Signal held</p>
                    <h2 className="mt-2 font-mono text-4xl font-black tracking-widest uppercase">Paused</h2>
                    <div className="mt-6 flex justify-center gap-2">
                      <PrimaryButton onClick={start} className="mt-0">
                        <Play className="size-4" /> Resume
                      </PrimaryButton>
                      <button type="button" onClick={restart} className="inline-flex h-11 items-center gap-2 rounded-full border bg-background px-5 text-sm font-semibold hover:bg-accent focus-visible:ring-2 focus-visible:ring-ring focus-visible:outline-none">
                        <RotateCcw className="size-4" /> Restart
                      </button>
                    </div>
                  </>
                )}
                {status === "over" && (
                  <>
                    <p className="font-mono text-xs tracking-[0.3em] text-pink-500 uppercase">Signal lost</p>
                    <h2 className="mt-2 font-mono text-5xl font-black tabular-nums sm:text-6xl">{hud.score}</h2>
                    {newBest ? (
                      <motion.p initial={reduce ? false : { scale: 0.6, opacity: 0 }} animate={{ scale: 1, opacity: 1 }} className="mx-auto mt-3 inline-flex items-center gap-1.5 rounded-full bg-gradient-to-r from-amber-400 to-pink-500 px-3 py-1 text-xs font-bold text-white">
                        <Trophy className="size-3.5" /> New best!
                      </motion.p>
                    ) : (
                      <p className="mt-3 font-mono text-xs text-muted-foreground uppercase">Best {best}</p>
                    )}
                    <dl className="mx-auto mt-5 grid max-w-xs grid-cols-3 gap-2 text-center">
                      <MiniStat label="Orbs" value={hud.eaten} />
                      <MiniStat label="Length" value={hud.length} />
                      <MiniStat label="Max combo" value={`×${hud.maxCombo}`} />
                    </dl>
                    <PrimaryButton onClick={start}>
                      <RotateCcw className="size-4" /> Play again
                    </PrimaryButton>
                  </>
                )}
              </Overlay>
            )}
          </AnimatePresence>
        </div>

        {/* side panel */}
        <aside className="hidden w-72 shrink-0 flex-col gap-5 overflow-y-auto border-l bg-muted/30 p-5 lg:flex">
          <section>
            <h3 className="mb-3 font-mono text-[11px] font-bold tracking-[0.2em] text-muted-foreground uppercase">Boosts</h3>
            <ul className="space-y-2">
              {POWER_INFO.map((p) => {
                const left = hud.active[p.kind] * 100;
                const on = left > 0;
                return (
                  <li key={p.kind} className={cn("rounded-xl border bg-card p-3 transition-colors", on && "border-fuchsia-500/50 shadow-[0_0_24px_-8px] shadow-fuchsia-500/50")}>
                    <div className="flex items-center gap-2.5">
                      <span className={cn("grid size-8 place-items-center rounded-lg bg-muted", p.color)}>
                        <p.Icon className="size-4" aria-hidden />
                      </span>
                      <div className="min-w-0 flex-1">
                        <p className="text-sm font-semibold">{p.name}</p>
                        <p className="truncate text-xs text-muted-foreground">{p.blurb}</p>
                      </div>
                      {on && <span className="font-mono text-xs font-bold tabular-nums">{(left / 1000).toFixed(1)}s</span>}
                    </div>
                    <div className="mt-2 h-1 overflow-hidden rounded-full bg-muted">
                      <div className="h-full rounded-full bg-gradient-to-r from-cyan-400 to-fuchsia-500" style={{ width: `${on ? (left / POWER_DURATION[p.kind]) * 100 : 0}%` }} />
                    </div>
                  </li>
                );
              })}
            </ul>
          </section>
          <section>
            <h3 className="mb-3 font-mono text-[11px] font-bold tracking-[0.2em] text-muted-foreground uppercase">This run</h3>
            <dl className="grid grid-cols-3 gap-2">
              <MiniStat label="Orbs" value={hud.eaten} />
              <MiniStat label="Level" value={hud.level} />
              <MiniStat label="Combo" value={`×${hud.maxCombo}`} />
            </dl>
          </section>
          <section className="mt-auto">
            <h3 className="mb-3 font-mono text-[11px] font-bold tracking-[0.2em] text-muted-foreground uppercase">Controls</h3>
            <ul className="space-y-1.5 text-xs text-muted-foreground">
              <li className="flex justify-between"><span>Steer</span><span><Kbd>←↑↓→</Kbd> <Kbd>WASD</Kbd></span></li>
              <li className="flex justify-between"><span>Pause</span><Kbd>P</Kbd></li>
              <li className="flex justify-between"><span>Sound</span><Kbd>M</Kbd></li>
              <li className="flex justify-between"><span>Restart</span><Kbd>R</Kbd></li>
            </ul>
            <p className="mt-4 flex items-start gap-2 rounded-lg bg-card p-3 text-xs text-muted-foreground">
              <Zap className="mt-0.5 size-3.5 shrink-0 text-amber-500" aria-hidden />
              Golden prisms are worth 50 × combo but fade in 6 seconds.
            </p>
          </section>
        </aside>
      </div>

      {/* mobile pad */}
      <div className="flex shrink-0 items-center justify-between gap-3 border-t bg-muted/30 px-4 py-3 sm:hidden">
        <div className="flex flex-col gap-1 font-mono text-[10px] tracking-wider text-muted-foreground uppercase">
          <span>Best <b className="text-foreground tabular-nums">{Math.max(best, hud.score)}</b></span>
          <span>Level <b className="text-foreground">{hud.level}</b></span>
          <span>Combo <b className={cn(hud.combo > 1 ? "text-fuchsia-500" : "text-foreground")}>×{hud.combo}</b></span>
        </div>
        <div className="grid grid-cols-3 grid-rows-2 gap-1.5" role="group" aria-label="Direction pad">
          <PadButton label="Up" className="col-start-2" onPress={() => turn(0)}>
            <ArrowUp className="size-5" />
          </PadButton>
          <PadButton label="Left" className="col-start-1 row-start-2" onPress={() => turn(3)}>
            <ArrowLeft className="size-5" />
          </PadButton>
          <PadButton label="Down" className="col-start-2 row-start-2" onPress={() => turn(2)}>
            <ArrowDown className="size-5" />
          </PadButton>
          <PadButton label="Right" className="col-start-3 row-start-2" onPress={() => turn(1)}>
            <ArrowRight className="size-5" />
          </PadButton>
        </div>
      </div>
      <p className="sr-only" aria-live="polite">
        {status === "over" ? `Game over. Score ${hud.score}.` : status === "paused" ? "Paused" : ""}
      </p>
    </div>
  );
}

function Overlay({ children, reduce }: { children: React.ReactNode; reduce: boolean }) {
  return (
    <motion.div
      initial={{ opacity: 0 }}
      animate={{ opacity: 1 }}
      exit={{ opacity: 0 }}
      transition={{ duration: reduce ? 0 : 0.2 }}
      className="absolute inset-0 z-10 grid place-items-center bg-background/55 p-6 backdrop-blur-[3px]"
    >
      <motion.div initial={reduce ? false : { y: 16, scale: 0.97 }} animate={{ y: 0, scale: 1 }} transition={{ type: "spring", stiffness: 320, damping: 26 }} className="w-full max-w-md text-center">
        {children}
      </motion.div>
    </motion.div>
  );
}

function PrimaryButton({ children, onClick, className }: { children: React.ReactNode; onClick: () => void; className?: string }) {
  return (
    <button
      type="button"
      onClick={onClick}
      className={cn(
        "mt-6 inline-flex h-11 items-center gap-2 rounded-full bg-gradient-to-r from-cyan-500 via-fuchsia-500 to-pink-500 px-6 text-sm font-bold text-white shadow-lg shadow-fuchsia-500/30 transition hover:brightness-110 focus-visible:ring-2 focus-visible:ring-ring focus-visible:ring-offset-2 focus-visible:ring-offset-background focus-visible:outline-none active:scale-95",
        className,
      )}
    >
      {children}
    </button>
  );
}

function IconButton({ label, onClick, children, disabled, pressed }: { label: string; onClick: () => void; children: React.ReactNode; disabled?: boolean; pressed?: boolean }) {
  return (
    <button
      type="button"
      aria-label={label}
      title={label}
      aria-pressed={pressed}
      disabled={disabled}
      onClick={onClick}
      className="grid size-9 place-items-center rounded-lg text-muted-foreground transition hover:bg-accent hover:text-foreground focus-visible:ring-2 focus-visible:ring-ring focus-visible:outline-none disabled:opacity-40"
    >
      {children}
    </button>
  );
}

function PadButton({ label, onPress, className, children }: { label: string; onPress: () => void; className?: string; children: React.ReactNode }) {
  return (
    <button
      type="button"
      aria-label={label}
      onPointerDown={(e) => {
        e.preventDefault();
        onPress();
      }}
      onKeyDown={(e) => {
        if (e.key === "Enter" || e.key === " ") {
          e.preventDefault();
          onPress();
        }
      }}
      className={cn("grid size-12 place-items-center rounded-xl border bg-card text-foreground shadow-sm transition active:scale-90 active:bg-accent focus-visible:ring-2 focus-visible:ring-ring focus-visible:outline-none", className)}
    >
      {children}
    </button>
  );
}

function Stat({ label, value, highlight, className }: { label: string; value: number; highlight?: boolean; className?: string }) {
  return (
    <div className={cn("flex flex-col items-end leading-none", className)}>
      <span className="font-mono text-[9px] tracking-[0.2em] text-muted-foreground uppercase">{label}</span>
      <span className={cn("mt-1 font-mono text-lg font-black tabular-nums", highlight && "text-foreground")}>{value}</span>
    </div>
  );
}

function MiniStat({ label, value }: { label: string; value: React.ReactNode }) {
  return (
    <div className="rounded-lg border bg-card px-2 py-2 text-center">
      <dt className="font-mono text-[9px] tracking-wider text-muted-foreground uppercase">{label}</dt>
      <dd className="mt-0.5 font-mono text-base font-bold tabular-nums">{value}</dd>
    </div>
  );
}

function Kbd({ children }: { children: React.ReactNode }) {
  return <kbd className="rounded border bg-card px-1.5 py-0.5 font-mono text-[10px] text-foreground">{children}</kbd>;
}

function SerpentMark({ className }: { className?: string }) {
  const id = React.useId();
  return (
    <svg viewBox="0 0 40 40" className={className} aria-hidden>
      <defs>
        <linearGradient id={`${id}g`} x1="0" y1="0" x2="1" y2="1">
          <stop offset="0" stopColor="#22d3ee" />
          <stop offset="0.55" stopColor="#d946ef" />
          <stop offset="1" stopColor="#ec4899" />
        </linearGradient>
      </defs>
      <rect x="1" y="1" width="38" height="38" rx="10" fill="#12062b" />
      <path d="M9 29 H18 V20 H27 V11" fill="none" stroke={`url(#${id}g)`} strokeWidth="5" strokeLinecap="round" strokeLinejoin="round" />
      <circle cx="27" cy="11" r="4.2" fill="#5ff6ff" />
      <circle cx="31" cy="29" r="2.6" fill="#ffe45c" />
    </svg>
  );
}

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