Horizontal Scroll Scenes
Meng ToCommunityCreated by Meng To
- Skill
- Guidelines
- Software development
- MIT
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AutoGineer summary
Written by AutoGineer from the skill’s own files, not by the author
This skill provides a technical framework for creating multi-scene, horizontal storytelling experiences where vertical scrolling drives horizontal movement. By using a pure function to derive scene state from the scroll position, the implementation ensures that navigation remains consistent across page refreshes, anchor jumps, and scrollbar interactions. It emphasizes avoiding wheel hijacking and scroll-snap in favor of native scroll behavior to maintain accessibility and performance.
What it does
- Maps vertical scroll position to horizontal scene transitions using a pure state function.
- Provides logic for handling dwell times, scene transitions, and progress UI updates.
- Includes strategies for managing keyboard navigation, reduced-motion preferences, and focus management.
- Offers a method for implementing glide-to-scene links that skip intermediate content.
- Details techniques for visual transitions like burn-wipes and camera movement.
- Addresses common failure modes like overlapping scenes, incorrect index labeling, and scroll-behavior conflicts.
When to use it
- When building scrollytelling sites that require discrete chapters with resting beats.
- When you need a reliable state machine that survives browser refreshes and back-button navigation.
- When you want to avoid the pitfalls of wheel-hijacking or scroll-snap libraries.
- When creating multi-scene product tours that move horizontally on a fixed stage.
Advantages
- Native scroll behavior ensures compatibility with touch, trackpads, and browser features.
- State is derived rather than accumulated, preventing desync issues.
- Supports complex navigation like fast-skipping without strobing intermediate scenes.
- Provides clear guidance on accessibility, including screen reader support and reduced-motion handling.
Usage examples
- “How do I ensure my horizontal scrollytelling site doesn't break when a user refreshes the page?”
- The skill advises deriving the current scene state directly from the scroll position (scrollY) rather than storing it in a variable, ensuring the correct scene is always rendered upon reload.
- “How can I implement a 'jump to chapter' link that doesn't strobe through every scene in between?”
- The skill provides a fast-skip logic that scrolls to the target station and plays only the final transition, preventing the visual flickering of intermediate scenes.
Install
Download the skill as a ZIP:
https://autogineer.com/agent-skills/mengto/horizontal-scroll-scenes/downloadUnzip it into the cross-client skills folder of your project:
mkdir -p .agents/skills && unzip horizontal-scroll-scenes.zip -d .agents/skills
Documentation by Meng To
Horizontal Scroll Scenes
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.
The pace: two weights and a track height
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.
Rules, each with the failure it prevents
Derive, do not accumulate. Never keep
currentSceneor 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 20uvalues going forward, then again in reverse, then by jumping straight to each, then afterreload()at three depths. All must be equal (the demo run: 0 mismatches of 21, 0 skip, 0 reload).No wheel hijack, no
scroll-snap. Hijacking breaks touch, trackpad momentum,Space/PageDownand 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 exactlyu = 2000/(scrollHeight - vh)*SPAN.Pin the craft clock outside its dwell. Scene
k's progress is1ifk < i,dwifk == i,0after. 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.A move with nothing moving is dead scroll. Start the line at the frame's edge almost at once (
rc = (f-0.01)/0.97); starting it further off made the first eighth of every move do nothing.The wipe hides the camera. Freeze the outgoing frame ahead of the line and have the live world already standing on the destination behind it. A camera still travelling under the line reads as a double exposure. Demo: layer A at camera
iclipped to the far side of the line, layer B ati+1clipped to the near side. Pan mode (translateX(-(i+fe)/N*100%)) is the alternative when no wipe is wanted.The line writes the next chapter in. Alternate sweep direction from the side the incoming words sit on. Mask outgoing text
linear-gradient(a, transparent (L-.01)%, #000 (L+.016)%)and incoming#000 (L-.062)%, transparent (L-.048)%, witha = 90degor270deg. 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).The index flips at
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 to0.55, not0.Chapter clocks overlap on purpose. Arrival starts
MOVE*0.80before the scene's home and finishesDWELL*0.62into it; departure starts atDWELL + MOVE*0.28and takesMOVE*0.34. Each part (eyebrow, title, lede, numbers) takes its own slice ofarrive(0, .12, .40, .60 plus a 0.30 ramp).Fast-skip plays only the last move. More than one scene away: roll smoke in over 380 ms,
scrollTothe station before the target ((tgt-1)*CYC + DWELL*0.96going forward,(tgt+1)*CYC + 0.02going back), then play the final move for 2,600 ms with1-(1-x)^2.4as the veil lifts over the first 24%. Hide the scene it passes through, or its words flash. Land attgt*CYC + DWELL*0.80so the target is assembled. One scene away or fewer: plain leg ofclamp(700 + |dy|/vh*150, 900, 2400)ms with cubic in-out. Without this a jump from 1 to 8 strobes six fires.Any wheel, touch or nav key cancels the glide. Otherwise the page fights the hand.
html{scroll-behavior:smooth}breaks both the glide and every capture. Per-framescrollTochases itself; playwright screenshots land mid-scroll and look like overlap bugs. Setauto.Hidden chapters are
visibility:hiddenplusinert. Opacity 0 alone leaves invisible links focusable and readable to screen readers.Render on
scroll,resize,pageshow,loadandfonts.ready. Reload restores scroll after first paint; a bfcache restore fires no scroll event. Guard a zero-size stage and size from aResizeObserver.Duplicate worlds need unique SVG ids. Two copies sharing a
clipPathid resolveurl(#id)to the first one only.Announce committed changes only. A polite live region says "Scene 4 of 5: Yakisugi" once when a glide lands, not on every threshold crossed on the way.
Accessibility and lifecycle
Index rows are real links with
aria-current="step"and a visible 1 px outline at 5 px offset; brand link returns to scene 1. The stage isposition:fixedabove a plain-height track soSpace, arrows,PageDown,HomeandEndscroll natively.prefers-reduced-motion: reduce: no line, no travel. Scene B cross-fades overf0.30 → 0.70, the incoming chapter waits untilf = 0.64, glides are an instantscrollTo, 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.Mobile: keep the index to the current row (
03 / 05 Kigumi), stack the chapter at the foot and the work above it.
Cost, measured
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().
Failure signatures
| 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 |
Provenance
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.
Files
- ATTRIBUTION.mdAdded by AutoGineer870 B
- LICENSELicence file added by AutoGineer1.0 KiB
- PROMPT.md2.5 KiB
- SKILL.md9.9 KiB
- agents/openai.yaml445 B
- demo.html37.3 KiB
- preview.jpg147.0 KiB
ATTRIBUTION.md
Attribution
This folder is an unmodified copy of the Agent Skill "horizontal-scroll-scenes", distributed by AutoGineer (https://autogineer.com/agent-skills).
Commit: 5ea1661a0e05d82b054553daaa6baf6d0233c33c
Created by: Meng To (https://github.com/MengTo)
Publisher: Meng To (https://github.com/MengTo)
Licence: MIT License (https://github.com/MengTo/Skills/blob/5ea1661a0e05d82b054553daaa6baf6d0233c33c/LICENSE)
Licence evidence: repository licence LICENSE
Retrieved: 2026-11-07
The skill's own files are unmodified copies. AutoGineer is not affiliated with or endorsed by the author or the publisher.
Files added by AutoGineer
ATTRIBUTION.md: this file, written by AutoGineer
LICENSE: copied from LICENSE
Requirements and compatibility
Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta
“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.
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Attribution and licence
- Created by
- Meng To
- Publisher
- Meng To (Community)
- Source
- MengTo/Skills · agent-skills/web-design/horizontal-scroll-scenes · commit 5ea1661
- Licence
- MIT License (redistribution allowed)
- LICENSE (added by AutoGineer from LICENSE)
- ATTRIBUTION.md (written by AutoGineer)
- Synced
AutoGineer is not affiliated with or endorsed by Meng To or Meng To.
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