The prompt that made it
as published# HERO FUTURISTIC — REACT COMPONENT INTEGRATION
YOU ARE GIVEN A TASK TO INTEGRATE AN EXISTING REACT COMPONENT IN THE CODEBASE
THE CODEBASE SHOULD SUPPORT:
- SHADCN PROJECT STRUCTURE
- TAILWIND CSS
- TYPESCRIPT
IF IT DOESN'T, PROVIDE INSTRUCTIONS ON HOW TO SETUP PROJECT VIA SHADCN CLI, INSTALL TAILWIND OR TYPESCRIPT.
DETERMINE THE DEFAULT PATH FOR COMPONENTS AND STYLES.
IF DEFAULT PATH FOR COMPONENTS IS NOT /COMPONENTS/UI, PROVIDE INSTRUCTIONS ON WHY IT'S IMPORTANT TO CREATE THIS FOLDER
COPY-PASTE THIS COMPONENT TO /COMPONENTS/UI FOLDER:
```tsx
HERO-FUTURISTIC.TSX
'USE CLIENT';
IMPORT { CANVAS, EXTEND, USEFRAME, USETHREE } FROM '@REACT-THREE/FIBER';
IMPORT { USEASPECT, USETEXTURE } FROM '@REACT-THREE/DREI';
IMPORT { USEMEMO, USEREF, USESTATE, USEEFFECT } FROM 'REACT';
IMPORT * AS THREE FROM 'THREE/WEBGPU';
IMPORT { BLOOM } FROM 'THREE/EXAMPLES/JSM/TSL/DISPLAY/BLOOMNODE.JS';
IMPORT { MESH } FROM 'THREE';
IMPORT {
ABS,
BLENDSCREEN,
FLOAT,
MOD,
MX_CELL_NOISE_FLOAT,
ONEMINUS,
SMOOTHSTEP,
TEXTURE,
UNIFORM,
UV,
VEC2,
VEC3,
PASS,
MIX,
ADD
} FROM 'THREE/TSL';
CONST TEXTUREMAP = { SRC: 'HTTPS://I.POSTIMG.CC/XYWVXN8D/IMG-4.PNG' };
CONST DEPTHMAP = { SRC: 'HTTPS://I.POSTIMG.CC/2SHKQH2Q/RAW-4.WEBP' };
EXTEND(THREE AS ANY);
// POST PROCESSING COMPONENT
CONST POSTPROCESSING = ({
STRENGTH = 1,
THRESHOLD = 1,
FULLSCREENEFFECT = TRUE,
}: {
STRENGTH?: NUMBER;
THRESHOLD?: NUMBER;
FULLSCREENEFFECT?: BOOLEAN;
}) => {
CONST { GL, SCENE, CAMERA } = USETHREE();
CONST PROGRESSREF = USEREF({ VALUE: 0 });
CONST RENDER = USEMEMO(() => {
CONST POSTPROCESSING = NEW THREE.POSTPROCESSING(GL AS ANY);
CONST SCENEPASS = PASS(SCENE, CAMERA);
CONST SCENEPASSCOLOR = SCENEPASS.GETTEXTURENODE('OUTPUT');
CONST BLOOMPASS = BLOOM(SCENEPASSCOLOR, STRENGTH, 0.5, THRESHOLD);
// CREATE THE SCANNING EFFECT UNIFORM
CONST USCANPROGRESS = UNIFORM(0);
PROGRESSREF.CURRENT = USCANPROGRESS;
// CREATE A RED OVERLAY THAT FOLLOWS THE SCAN LINE
CONST SCANPOS = FLOAT(USCANPROGRESS.VALUE);
CONST UVY = UV().Y;
CONST SCANWIDTH = FLOAT(0.05);
CONST SCANLINE = SMOOTHSTEP(0, SCANWIDTH, ABS(UVY.SUB(SCANPOS)));
CONST REDOVERLAY = VEC3(1, 0, 0).MUL(ONEMINUS(SCANLINE)).MUL(0.4);
// MIX THE ORIGINAL SCENE WITH THE RED OVERLAY
CONST WITHSCANEFFECT = MIX(
SCENEPASSCOLOR,
ADD(SCENEPASSCOLOR, REDOVERLAY),
FULLSCREENEFFECT ? SMOOTHSTEP(0.9, 1.0, ONEMINUS(SCANLINE)) : 1.0
);
// ADD BLOOM EFFECT AFTER SCAN EFFECT
CONST FINAL = WITHSCANEFFECT.ADD(BLOOMPASS);
POSTPROCESSING.OUTPUTNODE = FINAL;
RETURN POSTPROCESSING;
}, [CAMERA, GL, SCENE, STRENGTH, THRESHOLD, FULLSCREENEFFECT]);
USEFRAME(({ CLOCK }) => {
// ANIMATE THE SCAN LINE FROM TOP TO BOTTOM
PROGRESSREF.CURRENT.VALUE = (MATH.SIN(CLOCK.GETELAPSEDTIME() * 0.5) * 0.5 + 0.5);
RENDER.RENDERASYNC();
}, 1);
RETURN NULL;
};
CONST WIDTH = 300;
CONST HEIGHT = 300;
CONST SCENE = () => {
CONST [RAWMAP, DEPTHMAP] = USETEXTURE([TEXTUREMAP.SRC, DEPTHMAP.SRC]);
CONST MESHREF = USEREF<MESH>(NULL);
CONST [VISIBLE, SETVISIBLE] = USESTATE(FALSE);
USEEFFECT(() => {
// ПОКАЗЫВАЕМ ИЗОБРАЖЕНИЕ ПОСЛЕ ЗАГРУЗКИ ТЕКСТУР
IF (RAWMAP && DEPTHMAP) {
SETVISIBLE(TRUE);
}
}, [RAWMAP, DEPTHMAP]);
CONST { MATERIAL, UNIFORMS } = USEMEMO(() => {
CONST UPOINTER = UNIFORM(NEW THREE.VECTOR2(0));
CONST UPROGRESS = UNIFORM(0);
CONST STRENGTH = 0.01;
CONST TDEPTHMAP = TEXTURE(DEPTHMAP);
CONST TMAP = TEXTURE(
RAWMAP,
UV().ADD(TDEPTHMAP.R.MUL(UPOINTER).MUL(STRENGTH))
);
CONST ASPECT = FLOAT(WIDTH).DIV(HEIGHT);
CONST TUV = VEC2(UV().X.MUL(ASPECT), UV().Y);
CONST TILING = VEC2(120.0);
CONST TILEDUV = MOD(TUV.MUL(TILING), 2.0).SUB(1.0);
CONST BRIGHTNESS = MX_CELL_NOISE_FLOAT(TUV.MUL(TILING).DIV(2));
CONST DIST = FLOAT(TILEDUV.LENGTH());
CONST DOT = FLOAT(SMOOTHSTEP(0.5, 0.49, DIST)).MUL(BRIGHTNESS);
CONST DEPTH = TDEPTHMAP;
CONST FLOW = ONEMINUS(SMOOTHSTEP(0, 0.02, ABS(DEPTH.SUB(UPROGRESS))));
CONST MASK = DOT.MUL(FLOW).MUL(VEC3(10, 0, 0));
CONST FINAL = BLENDSCREEN(TMAP, MASK);
CONST MATERIAL = NEW THREE.MESHBASICNODEMATERIAL({
COLORNODE: FINAL,
TRANSPARENT: TRUE,
OPACITY: 0,
});
RETURN {
MATERIAL,
UNIFORMS: {
UPOINTER,
UPROGRESS,
},
};
}, [RAWMAP, DEPTHMAP]);
CONST [W, H] = USEASPECT(WIDTH, HEIGHT);
USEFRAME(({ CLOCK }) => {
UNIFORMS.UPROGRESS.VALUE = (MATH.SIN(CLOCK.GETELAPSEDTIME() * 0.5) * 0.5 + 0.5);
// ПЛАВНОЕ ПОЯВЛЕНИЕ
IF (MESHREF.CURRENT && 'MATERIAL' IN MESHREF.CURRENT && MESHREF.CURRENT.MATERIAL) {
CONST MAT = MESHREF.CURRENT.MATERIAL AS ANY;
IF ('OPACITY' IN MAT) {
MAT.OPACITY = THREE.MATHUTILS.LERP(
MAT.OPACITY,
VISIBLE ? 1 : 0,
0.07
);
}
}
});
USEFRAME(({ POINTER }) => {
UNIFORMS.UPOINTER.VALUE = POINTER;
});
CONST SCALEFACTOR = 0.40;
RETURN (
<MESH REF={MESHREF} SCALE={[W * SCALEFACTOR, H * SCALEFACTOR, 1]} MATERIAL={MATERIAL}>
<PLANEGEOMETRY />
</MESH>
);
};
EXPORT CONST HTML = () => {
CONST TITLEWORDS = 'BUILD YOUR DREAMS'.SPLIT(' ');
CONST SUBTITLE = 'AI-POWERED CREATIVITY FOR THE NEXT GENERATION.';
CONST [VISIBLEWORDS, SETVISIBLEWORDS] = USESTATE(0);
CONST [SUBTITLEVISIBLE, SETSUBTITLEVISIBLE] = USESTATE(FALSE);
CONST [DELAYS, SETDELAYS] = USESTATE<NUMBER[]>([]);
CONST [SUBTITLEDELAY, SETSUBTITLEDELAY] = USESTATE(0);
USEEFFECT(() => {
// ТОЛЬКО НА КЛИЕНТЕ: ГЕНЕРИРУЕМ СЛУЧАЙНЫЕ ЗАДЕРЖКИ ДЛЯ ГЛИТЧА
SETDELAYS(TITLEWORDS.MAP(() => MATH.RANDOM() * 0.07));
SETSUBTITLEDELAY(MATH.RANDOM() * 0.1);
}, [TITLEWORDS.LENGTH]);
USEEFFECT(() => {
IF (VISIBLEWORDS < TITLEWORDS.LENGTH) {
CONST TIMEOUT = SETTIMEOUT(() => SETVISIBLEWORDS(VISIBLEWORDS + 1), 600);
RETURN () => CLEARTIMEOUT(TIMEOUT);
} ELSE {
CONST TIMEOUT = SETTIMEOUT(() => SETSUBTITLEVISIBLE(TRUE), 800);
RETURN () => CLEARTIMEOUT(TIMEOUT);
}
}, [VISIBLEWORDS, TITLEWORDS.LENGTH]);
RETURN (
<DIV CLASSNAME="H-SVH">
<DIV CLASSNAME="H-SVH UPPERCASE ITEMS-CENTER W-FULL ABSOLUTE Z-60 POINTER-EVENTS-NONE PX-10 FLEX JUSTIFY-CENTER FLEX-COL">
<DIV CLASSNAME="TEXT-3XL MD:TEXT-5XL XL:TEXT-6XL 2XL:TEXT-7XL FONT-EXTRABOLD">
<DIV CLASSNAME="FLEX SPACE-X-2 LG:SPACE-X-6 OVERFLOW-HIDDEN TEXT-WHITE">
{TITLEWORDS.MAP((WORD, INDEX) => (
<DIV
KEY={INDEX}
CLASSNAME={INDEX < VISIBLEWORDS ? 'FADE-IN' : ''}
STYLE={{ ANIMATIONDELAY: `${INDEX * 0.13 + (DELAYS[INDEX] || 0)}S`, OPACITY: INDEX < VISIBLEWORDS ? UNDEFINED : 0 }}
>
{WORD}
</DIV>
))}
</DIV>
</DIV>
<DIV CLASSNAME="TEXT-XS MD:TEXT-XL XL:TEXT-2XL 2XL:TEXT-3XL MT-2 OVERFLOW-HIDDEN TEXT-WHITE FONT-BOLD">
<DIV
CLASSNAME={SUBTITLEVISIBLE ? 'FADE-IN-SUBTITLE' : ''}
STYLE={{ ANIMATIONDELAY: `${TITLEWORDS.LENGTH * 0.13 + 0.2 + SUBTITLEDELAY}S`, OPACITY: SUBTITLEVISIBLE ? UNDEFINED : 0 }}
>
{SUBTITLE}
</DIV>
</DIV>
</DIV>
<BUTTON
CLASSNAME="EXPLORE-BTN"
STYLE={{ ANIMATIONDELAY: '2.2S' }}
>
SCROLL TO EXPLORE
<SPAN CLASSNAME="EXPLORE-ARROW">
<SVG WIDTH="22" HEIGHT="22" VIEWBOX="0 0 22 22" FILL="NONE" XMLNS="HTTP://WWW.W3.ORG/2000/SVG" CLASSNAME="ARROW-SVG">
<PATH D="M11 5V17" STROKE="WHITE" STROKEWIDTH="2" STROKELINECAP="ROUND"/>
<PATH D="M6 12L11 17L16 12" STROKE="WHITE" STROKEWIDTH="2" STROKELINECAP="ROUND"/>
</SVG>
</SPAN>
</BUTTON>
<CANVAS
FLAT
GL={ASYNC (PROPS) => {
CONST RENDERER = NEW THREE.WEBGPURENDERER(PROPS AS ANY);
AWAIT RENDERER.INIT();
RETURN RENDERER;
}}
>
<POSTPROCESSING FULLSCREENEFFECT={TRUE} />
<SCENE />
</CANVAS>
</DIV>
);
};
EXPORT DEFAULT HTML;
DEMO.TSX
'USE CLIENT';
IMPORT { CANVAS, EXTEND, USEFRAME, USETHREE } FROM '@REACT-THREE/FIBER';
IMPORT { USEASPECT, USETEXTURE } FROM '@REACT-THREE/DREI';
IMPORT { USEMEMO, USEREF, USESTATE, USEEFFECT } FROM 'REACT';
IMPORT * AS THREE FROM 'THREE/WEBGPU';
IMPORT { BLOOM } FROM 'THREE/EXAMPLES/JSM/TSL/DISPLAY/BLOOMNODE.JS';
IMPORT {
ABS,
BLENDSCREEN,
FLOAT,
MOD,
MX_CELL_NOISE_FLOAT,
ONEMINUS,
SMOOTHSTEP,
TEXTURE,
UNIFORM,
UV,
VEC2,
VEC3,
PASS,
MIX,
ADD
} FROM 'THREE/TSL';
CONST TEXTUREMAP = { SRC: 'HTTPS://I.POSTIMG.CC/XYWVXN8D/IMG-4.PNG' };
CONST DEPTHMAP = { SRC: 'HTTPS://I.POSTIMG.CC/2SHKQH2Q/RAW-4.WEBP' };
EXTEND(THREE AS ANY);
// POST PROCESSING COMPONENT
CONST POSTPROCESSING = ({
STRENGTH = 1,
THRESHOLD = 1,
FULLSCREENEFFECT = TRUE,
}: {
STRENGTH?: NUMBER;
THRESHOLD?: NUMBER;
FULLSCREENEFFECT?: BOOLEAN;
}) => {
CONST { GL, SCENE, CAMERA } = USETHREE();
CONST PROGRESSREF = USEREF({ VALUE: 0 });
CONST RENDER = USEMEMO(() => {
CONST POSTPROCESSING = NEW THREE.POSTPROCESSING(GL AS ANY);
CONST SCENEPASS = PASS(SCENE, CAMERA);
CONST SCENEPASSCOLOR = SCENEPASS.GETTEXTURENODE('OUTPUT');
CONST BLOOMPASS = BLOOM(SCENEPASSCOLOR, STRENGTH, 0.5, THRESHOLD);
// CREATE THE SCANNING EFFECT UNIFORM
CONST USCANPROGRESS = UNIFORM(0);
PROGRESSREF.CURRENT = USCANPROGRESS;
// CREATE A RED OVERLAY THAT FOLLOWS THE SCAN LINE
CONST SCANPOS = FLOAT(USCANPROGRESS.VALUE);
CONST UVY = UV().Y;
CONST SCANWIDTH = FLOAT(0.05);
CONST SCANLINE = SMOOTHSTEP(0, SCANWIDTH, ABS(UVY.SUB(SCANPOS)));
CONST REDOVERLAY = VEC3(1, 0, 0).MUL(ONEMINUS(SCANLINE)).MUL(0.4);
// MIX THE ORIGINAL SCENE WITH THE RED OVERLAY
CONST WITHSCANEFFECT = MIX(
SCENEPASSCOLOR,
ADD(SCENEPASSCOLOR, REDOVERLAY),
FULLSCREENEFFECT ? SMOOTHSTEP(0.9, 1.0, ONEMINUS(SCANLINE)) : 1.0
);
// ADD BLOOM EFFECT AFTER SCAN EFFECT
CONST FINAL = WITHSCANEFFECT.ADD(BLOOMPASS);
POSTPROCESSING.OUTPUTNODE = FINAL;
RETURN POSTPROCESSING;
}, [CAMERA, GL, SCENE, STRENGTH, THRESHOLD, FULLSCREENEFFECT]);
USEFRAME(({ CLOCK }) => {
// ANIMATE THE SCAN LINE FROM TOP TO BOTTOM
PROGRESSREF.CURRENT.VALUE = (MATH.SIN(CLOCK.GETELAPSEDTIME() * 0.5) * 0.5 + 0.5);
RENDER.RENDERASYNC();
}, 1);
RETURN NULL;
};
CONST WIDTH = 300;
CONST HEIGHT = 300;
CONST SCENE = () => {
CONST [RAWMAP, DEPTHMAP] = USETEXTURE([TEXTUREMAP.SRC, DEPTHMAP.SRC]);
CONST { MATERIAL, UNIFORMS } = USEMEMO(() => {
CONST UPOINTER = UNIFORM(NEW THREE.VECTOR2(0));
CONST UPROGRESS = UNIFORM(0);
CONST STRENGTH = 0.01;
CONST TDEPTHMAP = TEXTURE(DEPTHMAP);
CONST TMAP = TEXTURE(
RAWMAP,
UV().ADD(TDEPTHMAP.R.MUL(UPOINTER).MUL(STRENGTH))
);
CONST ASPECT = FLOAT(WIDTH).DIV(HEIGHT);
CONST TUV = VEC2(UV().X.MUL(ASPECT), UV().Y);
CONST TILING = VEC2(120.0);
CONST TILEDUV = MOD(TUV.MUL(TILING), 2.0).SUB(1.0);
CONST BRIGHTNESS = MX_CELL_NOISE_FLOAT(TUV.MUL(TILING).DIV(2));
CONST DIST = FLOAT(TILEDUV.LENGTH());
CONST DOT = FLOAT(SMOOTHSTEP(0.5, 0.49, DIST)).MUL(BRIGHTNESS);
CONST DEPTH = TDEPTHMAP;
CONST FLOW = ONEMINUS(SMOOTHSTEP(0, 0.02, ABS(DEPTH.SUB(UPROGRESS))));
CONST MASK = DOT.MUL(FLOW).MUL(VEC3(10, 0, 0));
CONST FINAL = BLENDSCREEN(TMAP, MASK);
CONST MATERIAL = NEW THREE.MESHBASICNODEMATERIAL({
COLORNODE: FINAL,
});
RETURN {
MATERIAL,
UNIFORMS: {
UPOINTER,
UPROGRESS,
},
};
}, [RAWMAP, DEPTHMAP]);
CONST [W, H] = USEASPECT(WIDTH, HEIGHT);
USEFRAME(({ CLOCK }) => {
UNIFORMS.UPROGRESS.VALUE = (MATH.SIN(CLOCK.GETELAPSEDTIME() * 0.5) * 0.5 + 0.5);
});
USEFRAME(({ POINTER }) => {
UNIFORMS.UPOINTER.VALUE = POINTER;
});
CONST SCALEFACTOR = 0.3;
RETURN (
<MESH SCALE={[W * SCALEFACTOR, H * SCALEFACTOR, 1]} MATERIAL={MATERIAL}>
<PLANEGEOMETRY />
</MESH>
);
};
EXPORT CONST HTML = () => {
CONST TITLEWORDS = 'BUILD YOUR DREAMS'.SPLIT(' ');
CONST SUBTITLE = 'AI-POWERED CREATIVITY FOR THE NEXT GENERATION.';
CONST [VISIBLEWORDS, SETVISIBLEWORDS] = USESTATE(0);
CONST [SUBTITLEVISIBLE, SETSUBTITLEVISIBLE] = USESTATE(FALSE);
CONST [DELAYS, SETDELAYS] = USESTATE<NUMBER[]>([]);
CONST [SUBTITLEDELAY, SETSUBTITLEDELAY] = USESTATE(0);
USEEFFECT(() => {
// ТОЛЬКО НА КЛИЕНТЕ: ГЕНЕРИРУЕМ СЛУЧАЙНЫЕ ЗАДЕРЖКИ ДЛЯ ГЛИТЧА
SETDELAYS(TITLEWORDS.MAP(() => MATH.RANDOM() * 0.07));
SETSUBTITLEDELAY(MATH.RANDOM() * 0.1);
}, [TITLEWORDS.LENGTH]);
USEEFFECT(() => {
IF (VISIBLEWORDS < TITLEWORDS.LENGTH) {
CONST TIMEOUT = SETTIMEOUT(() => SETVISIBLEWORDS(VISIBLEWORDS + 1), 600);
RETURN () => CLEARTIMEOUT(TIMEOUT);
} ELSE {
CONST TIMEOUT = SETTIMEOUT(() => SETSUBTITLEVISIBLE(TRUE), 800);
RETURN () => CLEARTIMEOUT(TIMEOUT);
}
}, [VISIBLEWORDS, TITLEWORDS.LENGTH]);
RETURN (
<DIV CLASSNAME="H-SVH">
<DIV CLASSNAME="H-SVH UPPERCASE ITEMS-CENTER W-FULL ABSOLUTE Z-60 POINTER-EVENTS-NONE PX-10 FLEX JUSTIFY-CENTER FLEX-COL">
<DIV CLASSNAME="TEXT-3XL MD:TEXT-5XL XL:TEXT-6XL 2XL:TEXT-7XL FONT-EXTRABOLD">
<DIV CLASSNAME="FLEX SPACE-X-2 LG:SPACE-X-6 OVERFLOW-HIDDEN TEXT-WHITE">
{TITLEWORDS.MAP((WORD, INDEX) => (
<DIV
KEY={INDEX}
CLASSNAME={INDEX < VISIBLEWORDS ? 'FADE-IN' : ''}
STYLE={{ ANIMATIONDELAY: `${INDEX * 0.13 + (DELAYS[INDEX] || 0)}S`, OPACITY: INDEX < VISIBLEWORDS ? UNDEFINED : 0 }}
>
{WORD}
</DIV>
))}
</DIV>
</DIV>
<DIV CLASSNAME="TEXT-XS MD:TEXT-XL XL:TEXT-2XL 2XL:TEXT-3XL MT-2 OVERFLOW-HIDDEN TEXT-WHITE FONT-BOLD">
<DIV
CLASSNAME={SUBTITLEVISIBLE ? 'FADE-IN-SUBTITLE' : ''}
STYLE={{ ANIMATIONDELAY: `${TITLEWORDS.LENGTH * 0.13 + 0.2 + SUBTITLEDELAY}S`, OPACITY: SUBTITLEVISIBLE ? UNDEFINED : 0 }}
>
{SUBTITLE}
</DIV>
</DIV>
</DIV>
<BUTTON
CLASSNAME="EXPLORE-BTN"
STYLE={{ ANIMATIONDELAY: '2.2S' }}
>
SCROLL TO EXPLORE
<SPAN CLASSNAME="EXPLORE-ARROW">
<SVG WIDTH="22" HEIGHT="22" VIEWBOX="0 0 22 22" FILL="NONE" XMLNS="HTTP://WWW.W3.ORG/2000/SVG" CLASSNAME="ARROW-SVG">
<PATH D="M11 5V17" STROKE="WHITE" STROKEWIDTH="2" STROKELINECAP="ROUND"/>
<PATH D="M6 12L11 17L16 12" STROKE="WHITE" STROKEWIDTH="2" STROKELINECAP="ROUND"/>
</SVG>
</SPAN>
</BUTTON>
<CANVAS
FLAT
GL={ASYNC (PROPS) => {
CONST RENDERER = NEW THREE.WEBGPURENDERER(PROPS AS ANY);
AWAIT RENDERER.INIT();
RETURN RENDERER;
}}
>
<POSTPROCESSING FULLSCREENEFFECT={TRUE} />
<SCENE />
</CANVAS>
</DIV>
);
};
EXPORT DEFAULT HTML;
```
INSTALL NPM DEPENDENCIES:
```bash
THREE, @REACT-THREE/DREI, @REACT-THREE/FIBER
```
## IMPLEMENTATION GUIDELINES
1. ANALYZE THE COMPONENT STRUCTURE AND IDENTIFY ALL REQUIRED DEPENDENCIES
2. REVIEW THE COMPONENT'S ARGUMENS AND STATE
3. IDENTIFY ANY REQUIRED CONTEXT PROVIDERS OR HOOKS AND INSTALL THEM
4. QUESTIONS TO ASK
- WHAT DATA/PROPS WILL BE PASSED TO THIS COMPONENT?
- ARE THERE ANY SPECIFIC STATE MANAGEMENT REQUIREMENTS?
- ARE THERE ANY REQUIRED ASSETS (IMAGES, ICONS, ETC.)?
- WHAT IS THE EXPECTED RESPONSIVE BEHAVIOR?
- WHAT IS THE BEST PLACE TO USE THIS COMPONENT IN THE APP?
## STEPS TO INTEGRATE
0. COPY PASTE ALL THE CODE ABOVE IN THE CORRECT DIRECTORIES
1. INSTALL EXTERNAL DEPENDENCIES
2. FILL IMAGE ASSETS WITH UNSPLASH STOCK IMAGES YOU KNOW EXIST
3. USE LUCIDE-REACT ICONS FOR SVGS OR LOGOS IF COMPONENT REQUIRES THEMAdds a render step. Works best with the HyperFrames or Remotion skills installed. Free, no sign-up.
Prompt by @pulkitxm. Prompts belong to their creators.