executing-plans
executing-plans
Use when executing an implementation plan in the current session as the implementer yourself — your human partner chose inline execution, or no subagent tool is available
horizontal-scroll-scenesBuild scene-by-scene chapters that advance left to right on one fixed stage while the user scrolls vertically, with native scroll as the only input. One pure function turns scrollY into scene, dwell and move, so forward, reverse, scrollbar drags, fast skips and reload at depth all land on the right frame. Covers dwell versus transition budgets, a burn-wipe …
Independent GitHub snapshot · Automated classification · Original documentation governs
The mechanism: scroll position is the only state. One pure function turns scrollY / (scrollHeight - innerHeight) into {scene, dwell 0→1, move 0→1} every frame, and everything on screen (camera, wipe line, craft clock, text, index) is written from that triple. Nothing remembers where you were, so every beat is a place on the page.
This is what Kibori does, and it is not a translateX slider. Verified by running it: the page is a 1742vh native-scroll track (15,678 px at 1440×900); a fixed stage holds one WebGL world whose camera travels 0 → 49.7 world units left to right through eight stations; between stations a ragged burn line wipes from a frozen frame of the scene being left to the live scene already framed on the next. There is no wheel handler, no snap, no stored "current chapter". Reload at depth, scrollbar drag and anchor jumps work because state is derived, not accumulated.
Reach for scroll-world-storytelling or build-threejs-scroll-worlds for the story and 3D-world side, gsap-scrolltrigger-storytelling for pinned sticky sections, scroll-progress-timeline for a progress line. Reach for this when the deliverable is discrete chapters with a resting beat each, laid along an X axis, and the hard part is making that state machine survive reverse, skip and refresh. The demo is Vanilla JavaScript + DOM/CSS + inline SVG; the source is three.js. The state machine is identical.
Every number lives in DWELL, MOVE and the track height. One unit is one screen of scrolling.
| constant | value | meaning |
|---|---|---|
DWELL | 1.15 | scroll spent inside a scene while its craft advances (about 1,030 px at 900 tall) |
MOVE | 0.85 | scroll spent crossing to the next scene (about 760 px); the last scene has none |
CYC | 2.00 | one scene per two screens |
SPAN | N*DWELL + (N-1)*MOVE | 8 scenes: 15.15 plus a 1.35 footer = 16.5; demo, 5 scenes: 9.15 |
| track | (SPAN + 1) * 100vh | so 1 unit ≈ 1 screen; Kibori is 1742vh for 16.5 |
function travel(sp){ // sp = scrollY / (scrollHeight - innerHeight)
const u = Math.min(SPAN - 1e-5, sp*SPAN);
const i = Math.min(N - 1, Math.floor(u/CYC));
const local = u - i*CYC;
const dw = Math.min(1, local/DWELL); // the scene's own clock
const f = i >= N-1 ? 0 : clamp01((local - DWELL)/MOVE); // the move
const rc = clamp01((f - 0.01)/0.97); // the line's own clock
return {i, u, dw, f, fe: sstep(0,1,f), L: -0.08 + 1.24*rc, // L: line, off-frame at both ends
live: Math.min(N-1, f < 0.39 ? i : i+1)}; // what the index shows
}
Normalise by scrollHeight - innerHeight, never a hard-coded pixel height: a phone's collapsing URL bar changes innerHeight mid-scroll and a px map drifts.
currentScene or add wheel deltas. Stored state desyncs on scrollbar drag, Home/End, anchor jumps, back-forward and refresh. Prove it: record a signature of every visible style at 20 u values going forward, then again in reverse, then by jumping straight to each, then after reload() at three depths. All must be equal (the demo run: 0 mismatches of 21, 0 skip, 0 reload).scroll-snap. Hijacking breaks touch, trackpad momentum, Space/PageDown and find-in-page. Snap fights the dwell, which is already the resting plateau (1.15 screens where nothing moves but the craft). Native scrolling stays 1:1: 2,000 px of wheel gave exactly u = 2000/(scrollHeight - vh)*SPAN.k's progress is 1 if k < i, dw if k == i, 0 after. Then nothing snaps back behind you and reverse retraces exactly. Write it as --p{k} and eased --e{k} custom properties on the stage; both world copies read them, so it is one write per frame.rc = (f-0.01)/0.97); starting it further off made the first eighth of every move do nothing.i clipped to the far side of the line, layer B at i+1 clipped to the near side. Pan mode (translateX(-(i+fe)/N*100%)) is the alternative when no wipe is wanted.linear-gradient(a, transparent (L-.01)%, #000 (L+.016)%) and incoming #000 (L-.062)%, transparent (L-.048)%, with a = 90deg or 270deg. Two chapters never share a patch of frame. On a phone both sit in one slot: hide the incoming until the line has cleared, sstep(1.00, 1.14, L).f < 0.39, not 0.5. At the midpoint the incoming title is already half written; flipping late labels the wrong scene. Fade the inactive rows to 0.55, not 0.MOVE*0.80 before the scene's home and finishes DWELL*0.62 into it; departure starts at DWELL + MOVE*0.28 and takes MOVE*0.34. Each part (eyebrow, title, lede, numbers) takes its own slice of arrive (0, .12, .40, .60 plus a 0.30 ramp).scrollTo the station before the target ((tgt-1)*CYC + DWELL*0.96 going forward, (tgt+1)*CYC + 0.02 going back), then play the final move for 2,600 ms with 1-(1-x)^2.4 as the veil lifts over the first 24%. Hide the scene it passes through, or its words flash. Land at tgt*CYC + DWELL*0.80 so the target is assembled. One scene away or fewer: plain leg of clamp(700 + |dy|/vh*150, 900, 2400) ms with cubic in-out. Without this a jump from 1 to 8 strobes six fires.html{scroll-behavior:smooth} breaks both the glide and every capture. Per-frame scrollTo chases itself; playwright screenshots land mid-scroll and look like overlap bugs. Set auto.visibility:hidden plus inert. Opacity 0 alone leaves invisible links focusable and readable to screen readers.scroll, resize, pageshow, load and fonts.ready. Reload restores scroll after first paint; a bfcache restore fires no scroll event. Guard a zero-size stage and size from a ResizeObserver.clipPath id resolve url(#id) to the first one only.aria-current="step" and a visible 1 px outline at 5 px offset; brand link returns to scene 1. The stage is position:fixed above a plain-height track so Space, arrows, PageDown, Home and End scroll natively.prefers-reduced-motion: reduce: no line, no travel. Scene B cross-fades over f 0.30 → 0.70, the incoming chapter waits until f = 0.64, glides are an instant scrollTo, and the craft still advances with scroll (that is the user's own input). Controls stay live.document.hidden: settle any glide at its target so a resumed tab does not integrate the pause.03 / 05 Kigumi), stack the chapter at the foot and the work above it.The state machine is free: render() sits at the 0.1 ms timer floor (p50 0, p90 0.1) over a 400-step sweep, and 8.3 ms p50 (120 Hz cap) with 9.2 ms max during a 2.6 s glide in the demo. The cost is whatever the scenes draw. In Kibori a dwell frame was slower than a transition until a 4096² shadow map stopped redrawing every frame, and a scissored live scene did the rest; see the kibori-60fps notes. Never spend effort optimising travel().
| you see | cause |
|---|---|
| reload lands on scene 1 | state kept in JS; derive from scrollY and render on load/pageshow |
| scene "sticks" between two beats | snap or wheel capture; delete it |
| two rooms overlap under the line | camera still travelling under the wipe |
| index shows the old scene as the title lands | flip threshold at 0.5 instead of 0.39 |
| jump link strobes several scenes | glide plays every move instead of the last |
| jump link overshoots or stutters | scroll-behavior:smooth on html |
| second scene's clip does nothing | duplicated SVG id |
| screen reader reads chapters that are not on screen | opacity 0 without inert |
| phone shows two titles spliced at the line | incoming chapter not held back until the line clears |
Extracted from KIBORI 木彫, an eight-craft Kyoto woodshop page in one three.js file (kibori.html, travel() and the glide block near the end of its module script). Demo staged in that page's dark-and-ember look with five hand-drawn SVG crafts.