@autumnsgrove/gossamer 0.0.1 → 0.1.0

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Files changed (50) hide show
  1. package/dist/animation.d.ts +80 -0
  2. package/dist/animation.d.ts.map +1 -0
  3. package/dist/characters.d.ts +49 -0
  4. package/dist/characters.d.ts.map +1 -0
  5. package/dist/index.d.ts +37 -11
  6. package/dist/index.d.ts.map +1 -1
  7. package/dist/index.js +1284 -2
  8. package/dist/index.js.map +1 -1
  9. package/dist/patterns.d.ts +100 -0
  10. package/dist/patterns.d.ts.map +1 -0
  11. package/dist/renderer.d.ts +113 -0
  12. package/dist/renderer.d.ts.map +1 -0
  13. package/dist/style.css +124 -0
  14. package/dist/svelte/GossamerBorder.svelte.d.ts +1 -0
  15. package/dist/svelte/GossamerClouds.svelte.d.ts +1 -0
  16. package/dist/svelte/GossamerImage.svelte.d.ts +1 -0
  17. package/dist/svelte/GossamerOverlay.svelte.d.ts +1 -0
  18. package/dist/svelte/GossamerText.svelte.d.ts +1 -0
  19. package/dist/svelte/index.d.ts +20 -0
  20. package/dist/svelte/index.d.ts.map +1 -0
  21. package/dist/svelte/index.js +3651 -0
  22. package/dist/svelte/index.js.map +1 -0
  23. package/dist/svelte/presets.d.ts +38 -0
  24. package/dist/svelte/presets.d.ts.map +1 -0
  25. package/dist/utils/canvas.d.ts +73 -0
  26. package/dist/utils/canvas.d.ts.map +1 -0
  27. package/dist/utils/image.d.ts +74 -0
  28. package/dist/utils/image.d.ts.map +1 -0
  29. package/dist/utils/performance.d.ts +86 -0
  30. package/dist/utils/performance.d.ts.map +1 -0
  31. package/package.json +23 -5
  32. package/src/animation.test.ts +254 -0
  33. package/src/animation.ts +243 -0
  34. package/src/characters.test.ts +148 -0
  35. package/src/characters.ts +164 -0
  36. package/src/index.test.ts +115 -0
  37. package/src/index.ts +133 -11
  38. package/src/patterns.test.ts +273 -0
  39. package/src/patterns.ts +316 -0
  40. package/src/renderer.ts +309 -0
  41. package/src/svelte/GossamerBorder.svelte +326 -0
  42. package/src/svelte/GossamerClouds.svelte +269 -0
  43. package/src/svelte/GossamerImage.svelte +266 -0
  44. package/src/svelte/GossamerOverlay.svelte +232 -0
  45. package/src/svelte/GossamerText.svelte +239 -0
  46. package/src/svelte/index.ts +75 -0
  47. package/src/svelte/presets.ts +174 -0
  48. package/src/utils/canvas.ts +210 -0
  49. package/src/utils/image.ts +275 -0
  50. package/src/utils/performance.ts +282 -0
@@ -0,0 +1,316 @@
1
+ /**
2
+ * Gossamer Pattern Generators
3
+ *
4
+ * Provides noise and pattern generation functions for ambient ASCII effects.
5
+ * Includes Perlin noise, wave patterns, and static noise.
6
+ */
7
+
8
+ /**
9
+ * Configuration for pattern generation
10
+ */
11
+ export interface PatternConfig {
12
+ /** Pattern scale - higher values create finer detail */
13
+ frequency: number;
14
+ /** Pattern intensity multiplier */
15
+ amplitude: number;
16
+ /** Animation speed multiplier */
17
+ speed: number;
18
+ }
19
+
20
+ /**
21
+ * Default pattern configuration
22
+ */
23
+ export const DEFAULT_PATTERN_CONFIG: PatternConfig = {
24
+ frequency: 0.05,
25
+ amplitude: 1.0,
26
+ speed: 0.5,
27
+ };
28
+
29
+ // Permutation table for Perlin noise
30
+ const PERMUTATION = new Uint8Array(512);
31
+ const P = new Uint8Array([
32
+ 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142,
33
+ 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203,
34
+ 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165,
35
+ 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92,
36
+ 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208,
37
+ 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217,
38
+ 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58,
39
+ 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155,
40
+ 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218,
41
+ 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249,
42
+ 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4,
43
+ 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156,
44
+ 180,
45
+ ]);
46
+
47
+ // Initialize permutation table
48
+ for (let i = 0; i < 256; i++) {
49
+ PERMUTATION[i] = P[i];
50
+ PERMUTATION[i + 256] = P[i];
51
+ }
52
+
53
+ /**
54
+ * Fade function for smooth interpolation (6t^5 - 15t^4 + 10t^3)
55
+ */
56
+ function fade(t: number): number {
57
+ return t * t * t * (t * (t * 6 - 15) + 10);
58
+ }
59
+
60
+ /**
61
+ * Linear interpolation
62
+ */
63
+ function lerp(a: number, b: number, t: number): number {
64
+ return a + t * (b - a);
65
+ }
66
+
67
+ /**
68
+ * Gradient function for Perlin noise
69
+ */
70
+ function grad(hash: number, x: number, y: number): number {
71
+ const h = hash & 3;
72
+ const u = h < 2 ? x : y;
73
+ const v = h < 2 ? y : x;
74
+ return ((h & 1) === 0 ? u : -u) + ((h & 2) === 0 ? v : -v);
75
+ }
76
+
77
+ /**
78
+ * 2D Perlin noise function
79
+ *
80
+ * @param x - X coordinate
81
+ * @param y - Y coordinate
82
+ * @returns Noise value between -1 and 1
83
+ */
84
+ export function perlinNoise2D(x: number, y: number): number {
85
+ // Find unit square containing point
86
+ const xi = Math.floor(x) & 255;
87
+ const yi = Math.floor(y) & 255;
88
+
89
+ // Find relative position in square
90
+ const xf = x - Math.floor(x);
91
+ const yf = y - Math.floor(y);
92
+
93
+ // Fade curves
94
+ const u = fade(xf);
95
+ const v = fade(yf);
96
+
97
+ // Hash coordinates of square corners
98
+ const aa = PERMUTATION[PERMUTATION[xi] + yi];
99
+ const ab = PERMUTATION[PERMUTATION[xi] + yi + 1];
100
+ const ba = PERMUTATION[PERMUTATION[xi + 1] + yi];
101
+ const bb = PERMUTATION[PERMUTATION[xi + 1] + yi + 1];
102
+
103
+ // Blend results from 4 corners
104
+ const x1 = lerp(grad(aa, xf, yf), grad(ba, xf - 1, yf), u);
105
+ const x2 = lerp(grad(ab, xf, yf - 1), grad(bb, xf - 1, yf - 1), u);
106
+
107
+ return lerp(x1, x2, v);
108
+ }
109
+
110
+ /**
111
+ * Fractal Brownian Motion (fBm) using Perlin noise
112
+ * Creates more organic-looking noise by layering multiple octaves
113
+ *
114
+ * @param x - X coordinate
115
+ * @param y - Y coordinate
116
+ * @param octaves - Number of noise layers (default: 4)
117
+ * @param persistence - Amplitude decay per octave (default: 0.5)
118
+ * @returns Noise value between -1 and 1
119
+ */
120
+ export function fbmNoise(x: number, y: number, octaves: number = 4, persistence: number = 0.5): number {
121
+ let total = 0;
122
+ let frequency = 1;
123
+ let amplitude = 1;
124
+ let maxValue = 0;
125
+
126
+ for (let i = 0; i < octaves; i++) {
127
+ total += perlinNoise2D(x * frequency, y * frequency) * amplitude;
128
+ maxValue += amplitude;
129
+ amplitude *= persistence;
130
+ frequency *= 2;
131
+ }
132
+
133
+ return total / maxValue;
134
+ }
135
+
136
+ /**
137
+ * Wave pattern generator
138
+ *
139
+ * @param x - X coordinate
140
+ * @param y - Y coordinate
141
+ * @param time - Time value for animation
142
+ * @param config - Pattern configuration
143
+ * @returns Value between -1 and 1
144
+ */
145
+ export function wavePattern(
146
+ x: number,
147
+ y: number,
148
+ time: number,
149
+ config: PatternConfig = DEFAULT_PATTERN_CONFIG
150
+ ): number {
151
+ const { frequency, amplitude, speed } = config;
152
+ const wave1 = Math.sin(x * frequency + time * speed);
153
+ const wave2 = Math.cos(y * frequency + time * speed * 0.7);
154
+ const wave3 = Math.sin((x + y) * frequency * 0.5 + time * speed * 0.5);
155
+
156
+ return ((wave1 + wave2 + wave3) / 3) * amplitude;
157
+ }
158
+
159
+ /**
160
+ * Ripple pattern (concentric waves from center)
161
+ *
162
+ * @param x - X coordinate
163
+ * @param y - Y coordinate
164
+ * @param centerX - Ripple center X
165
+ * @param centerY - Ripple center Y
166
+ * @param time - Time value for animation
167
+ * @param config - Pattern configuration
168
+ * @returns Value between -1 and 1
169
+ */
170
+ export function ripplePattern(
171
+ x: number,
172
+ y: number,
173
+ centerX: number,
174
+ centerY: number,
175
+ time: number,
176
+ config: PatternConfig = DEFAULT_PATTERN_CONFIG
177
+ ): number {
178
+ const { frequency, amplitude, speed } = config;
179
+ const dx = x - centerX;
180
+ const dy = y - centerY;
181
+ const distance = Math.sqrt(dx * dx + dy * dy);
182
+
183
+ return Math.sin(distance * frequency - time * speed) * amplitude;
184
+ }
185
+
186
+ /**
187
+ * Static noise generator (random values)
188
+ *
189
+ * @param seed - Optional seed for reproducible noise
190
+ * @returns Value between 0 and 1
191
+ */
192
+ export function staticNoise(seed?: number): number {
193
+ if (seed !== undefined) {
194
+ // Simple seeded random using sine
195
+ const x = Math.sin(seed * 12.9898) * 43758.5453;
196
+ return x - Math.floor(x);
197
+ }
198
+ return Math.random();
199
+ }
200
+
201
+ /**
202
+ * Seeded 2D noise for reproducible patterns
203
+ *
204
+ * @param x - X coordinate
205
+ * @param y - Y coordinate
206
+ * @param seed - Seed value
207
+ * @returns Value between 0 and 1
208
+ */
209
+ export function seededNoise2D(x: number, y: number, seed: number = 0): number {
210
+ const n = Math.sin(x * 12.9898 + y * 78.233 + seed) * 43758.5453;
211
+ return n - Math.floor(n);
212
+ }
213
+
214
+ /**
215
+ * Generate a brightness grid for pattern rendering
216
+ *
217
+ * @param cols - Number of columns
218
+ * @param rows - Number of rows
219
+ * @param pattern - Pattern type
220
+ * @param time - Current time in seconds
221
+ * @param config - Pattern configuration
222
+ * @returns 2D array of brightness values (0-255)
223
+ */
224
+ export function generateBrightnessGrid(
225
+ cols: number,
226
+ rows: number,
227
+ pattern: 'perlin' | 'waves' | 'static' | 'ripple' | 'fbm',
228
+ time: number = 0,
229
+ config: PatternConfig = DEFAULT_PATTERN_CONFIG
230
+ ): number[][] {
231
+ const grid: number[][] = [];
232
+ const { frequency, amplitude, speed } = config;
233
+
234
+ for (let row = 0; row < rows; row++) {
235
+ grid[row] = [];
236
+ for (let col = 0; col < cols; col++) {
237
+ let value: number;
238
+
239
+ switch (pattern) {
240
+ case 'perlin':
241
+ value = perlinNoise2D(
242
+ col * frequency + time * speed * 0.1,
243
+ row * frequency + time * speed * 0.05
244
+ );
245
+ break;
246
+
247
+ case 'fbm':
248
+ value = fbmNoise(
249
+ col * frequency + time * speed * 0.1,
250
+ row * frequency + time * speed * 0.05,
251
+ 4,
252
+ 0.5
253
+ );
254
+ break;
255
+
256
+ case 'waves':
257
+ value = wavePattern(col, row, time, config);
258
+ break;
259
+
260
+ case 'ripple':
261
+ value = ripplePattern(col, row, cols / 2, rows / 2, time, config);
262
+ break;
263
+
264
+ case 'static':
265
+ default:
266
+ // For static, use time as seed for animated static
267
+ value = seededNoise2D(col, row, Math.floor(time * speed * 10)) * 2 - 1;
268
+ break;
269
+ }
270
+
271
+ // Normalize from [-1, 1] to [0, 255] with amplitude
272
+ const normalized = (value + 1) * 0.5 * amplitude;
273
+ const brightness = Math.max(0, Math.min(255, Math.floor(normalized * 255)));
274
+ grid[row][col] = brightness;
275
+ }
276
+ }
277
+
278
+ return grid;
279
+ }
280
+
281
+ /**
282
+ * Generate ImageData from a brightness grid
283
+ *
284
+ * @param grid - 2D array of brightness values
285
+ * @param cellWidth - Width of each cell
286
+ * @param cellHeight - Height of each cell
287
+ * @returns ImageData object
288
+ */
289
+ export function gridToImageData(grid: number[][], cellWidth: number, cellHeight: number): ImageData {
290
+ const rows = grid.length;
291
+ const cols = grid[0]?.length || 0;
292
+ const width = cols * cellWidth;
293
+ const height = rows * cellHeight;
294
+ const data = new Uint8ClampedArray(width * height * 4);
295
+
296
+ for (let row = 0; row < rows; row++) {
297
+ for (let col = 0; col < cols; col++) {
298
+ const brightness = grid[row][col];
299
+
300
+ // Fill cell region with brightness value
301
+ for (let cy = 0; cy < cellHeight; cy++) {
302
+ for (let cx = 0; cx < cellWidth; cx++) {
303
+ const px = ((row * cellHeight + cy) * width + (col * cellWidth + cx)) * 4;
304
+ data[px] = brightness; // R
305
+ data[px + 1] = brightness; // G
306
+ data[px + 2] = brightness; // B
307
+ data[px + 3] = 255; // A
308
+ }
309
+ }
310
+ }
311
+ }
312
+
313
+ return new ImageData(data, width, height);
314
+ }
315
+
316
+ export type PatternType = 'perlin' | 'waves' | 'static' | 'ripple' | 'fbm';
@@ -0,0 +1,309 @@
1
+ /**
2
+ * Gossamer Core Renderer
3
+ *
4
+ * Canvas-based ASCII rendering engine. Converts image data to ASCII characters
5
+ * by mapping brightness values to a character set.
6
+ */
7
+
8
+ // Define locally to avoid circular dependency with index.ts
9
+ const DEFAULT_CHARACTERS = ' .:-=+*#%@';
10
+
11
+ function calculateBrightness(r: number, g: number, b: number): number {
12
+ return 0.21 * r + 0.72 * g + 0.07 * b;
13
+ }
14
+
15
+ /**
16
+ * Configuration for the Gossamer renderer
17
+ */
18
+ export interface RenderConfig {
19
+ /** Canvas element to render to */
20
+ canvas: HTMLCanvasElement;
21
+ /** Character set ordered from light to dark */
22
+ characters: string;
23
+ /** Width of each character cell in pixels */
24
+ cellWidth: number;
25
+ /** Height of each character cell in pixels */
26
+ cellHeight: number;
27
+ /** Color for rendering characters */
28
+ color: string;
29
+ /** Background color (empty string for transparent) */
30
+ backgroundColor: string;
31
+ /** Font family */
32
+ fontFamily: string;
33
+ /** Custom brightness calculation function */
34
+ brightnessFunction: (r: number, g: number, b: number) => number;
35
+ }
36
+
37
+ /**
38
+ * Default render configuration
39
+ */
40
+ const DEFAULT_RENDER_CONFIG: Omit<RenderConfig, 'canvas'> = {
41
+ characters: DEFAULT_CHARACTERS,
42
+ cellWidth: 8,
43
+ cellHeight: 12,
44
+ color: '#ffffff',
45
+ backgroundColor: '',
46
+ fontFamily: 'monospace',
47
+ brightnessFunction: calculateBrightness,
48
+ };
49
+
50
+ /**
51
+ * Core ASCII renderer class
52
+ *
53
+ * Handles all canvas rendering operations for ASCII effects.
54
+ * Supports both static rendering and animation loops.
55
+ */
56
+ export class GossamerRenderer {
57
+ private ctx: CanvasRenderingContext2D;
58
+ private config: RenderConfig;
59
+ private animationId: number | null = null;
60
+ private lastFrameTime: number = 0;
61
+ private isRunning: boolean = false;
62
+
63
+ constructor(canvas: HTMLCanvasElement, config: Partial<Omit<RenderConfig, 'canvas'>> = {}) {
64
+ const context = canvas.getContext('2d');
65
+ if (!context) {
66
+ throw new Error('Failed to get 2D rendering context');
67
+ }
68
+
69
+ this.ctx = context;
70
+ this.config = {
71
+ canvas,
72
+ ...DEFAULT_RENDER_CONFIG,
73
+ ...config,
74
+ };
75
+
76
+ this.setupCanvas();
77
+ }
78
+
79
+ /**
80
+ * Set up the canvas with optimal rendering settings
81
+ */
82
+ private setupCanvas(): void {
83
+ const { fontFamily, cellHeight } = this.config;
84
+
85
+ // Set font for consistent character sizing
86
+ this.ctx.font = `${cellHeight}px ${fontFamily}`;
87
+ this.ctx.textBaseline = 'top';
88
+
89
+ // Enable image smoothing for better quality
90
+ this.ctx.imageSmoothingEnabled = true;
91
+ this.ctx.imageSmoothingQuality = 'high';
92
+ }
93
+
94
+ /**
95
+ * Update the renderer configuration
96
+ */
97
+ updateConfig(config: Partial<Omit<RenderConfig, 'canvas'>>): void {
98
+ this.config = { ...this.config, ...config };
99
+ this.setupCanvas();
100
+ }
101
+
102
+ /**
103
+ * Resize the canvas to match new dimensions
104
+ */
105
+ resize(width: number, height: number): void {
106
+ const { canvas } = this.config;
107
+ canvas.width = width;
108
+ canvas.height = height;
109
+ this.setupCanvas();
110
+ }
111
+
112
+ /**
113
+ * Get the current canvas dimensions
114
+ */
115
+ getDimensions(): { width: number; height: number } {
116
+ return {
117
+ width: this.config.canvas.width,
118
+ height: this.config.canvas.height,
119
+ };
120
+ }
121
+
122
+ /**
123
+ * Calculate the number of cells that fit in the canvas
124
+ */
125
+ getCellCount(): { cols: number; rows: number } {
126
+ const { width, height } = this.getDimensions();
127
+ const { cellWidth, cellHeight } = this.config;
128
+
129
+ return {
130
+ cols: Math.ceil(width / cellWidth),
131
+ rows: Math.ceil(height / cellHeight),
132
+ };
133
+ }
134
+
135
+ /**
136
+ * Clear the canvas
137
+ */
138
+ clear(): void {
139
+ const { canvas, backgroundColor } = this.config;
140
+
141
+ if (backgroundColor) {
142
+ this.ctx.fillStyle = backgroundColor;
143
+ this.ctx.fillRect(0, 0, canvas.width, canvas.height);
144
+ } else {
145
+ this.ctx.clearRect(0, 0, canvas.width, canvas.height);
146
+ }
147
+ }
148
+
149
+ /**
150
+ * Render a single frame from image data
151
+ */
152
+ renderFrame(imageData: ImageData): void {
153
+ const { canvas, characters, cellWidth, cellHeight, color, brightnessFunction } = this.config;
154
+ const { width, data } = imageData;
155
+
156
+ this.clear();
157
+ this.ctx.fillStyle = color;
158
+
159
+ for (let y = 0; y < canvas.height; y += cellHeight) {
160
+ for (let x = 0; x < canvas.width; x += cellWidth) {
161
+ const brightness = this.getCellBrightness(data, x, y, width, cellWidth, cellHeight, brightnessFunction);
162
+ const charIndex = Math.floor((brightness / 255) * (characters.length - 1));
163
+ const char = characters[Math.min(charIndex, characters.length - 1)];
164
+
165
+ if (char !== ' ') {
166
+ this.ctx.fillText(char, x, y);
167
+ }
168
+ }
169
+ }
170
+ }
171
+
172
+ /**
173
+ * Render ASCII from a brightness grid (for pattern-based rendering)
174
+ */
175
+ renderFromBrightnessGrid(grid: number[][]): void {
176
+ const { characters, cellWidth, cellHeight, color } = this.config;
177
+
178
+ this.clear();
179
+ this.ctx.fillStyle = color;
180
+
181
+ for (let row = 0; row < grid.length; row++) {
182
+ for (let col = 0; col < grid[row].length; col++) {
183
+ const brightness = grid[row][col];
184
+ const charIndex = Math.floor((brightness / 255) * (characters.length - 1));
185
+ const char = characters[Math.min(charIndex, characters.length - 1)];
186
+
187
+ if (char !== ' ') {
188
+ this.ctx.fillText(char, col * cellWidth, row * cellHeight);
189
+ }
190
+ }
191
+ }
192
+ }
193
+
194
+ /**
195
+ * Render ASCII with per-cell colors (for colored image rendering)
196
+ */
197
+ renderWithColors(data: Array<{ char: string; color: string; x: number; y: number }>): void {
198
+ this.clear();
199
+
200
+ for (const { char, color, x, y } of data) {
201
+ if (char !== ' ') {
202
+ this.ctx.fillStyle = color;
203
+ this.ctx.fillText(char, x, y);
204
+ }
205
+ }
206
+ }
207
+
208
+ /**
209
+ * Calculate average brightness for a cell region
210
+ */
211
+ private getCellBrightness(
212
+ data: Uint8ClampedArray,
213
+ startX: number,
214
+ startY: number,
215
+ imageWidth: number,
216
+ cellWidth: number,
217
+ cellHeight: number,
218
+ brightnessFunction: (r: number, g: number, b: number) => number
219
+ ): number {
220
+ let total = 0;
221
+ let count = 0;
222
+
223
+ for (let cy = 0; cy < cellHeight; cy++) {
224
+ for (let cx = 0; cx < cellWidth; cx++) {
225
+ const px = ((startY + cy) * imageWidth + (startX + cx)) * 4;
226
+ if (px >= 0 && px + 2 < data.length) {
227
+ total += brightnessFunction(data[px], data[px + 1], data[px + 2]);
228
+ count++;
229
+ }
230
+ }
231
+ }
232
+
233
+ return count > 0 ? total / count : 0;
234
+ }
235
+
236
+ /**
237
+ * Start an animation loop with FPS limiting
238
+ */
239
+ startAnimation(
240
+ updateFn: (time: number, deltaTime: number) => ImageData | number[][],
241
+ fps: number = 30
242
+ ): void {
243
+ if (this.isRunning) {
244
+ this.stopAnimation();
245
+ }
246
+
247
+ this.isRunning = true;
248
+ const frameInterval = 1000 / fps;
249
+ this.lastFrameTime = performance.now();
250
+
251
+ const animate = (currentTime: number): void => {
252
+ if (!this.isRunning) return;
253
+
254
+ const deltaTime = currentTime - this.lastFrameTime;
255
+
256
+ if (deltaTime >= frameInterval) {
257
+ const result = updateFn(currentTime, deltaTime);
258
+
259
+ if (result instanceof ImageData) {
260
+ this.renderFrame(result);
261
+ } else {
262
+ this.renderFromBrightnessGrid(result);
263
+ }
264
+
265
+ this.lastFrameTime = currentTime - (deltaTime % frameInterval);
266
+ }
267
+
268
+ this.animationId = requestAnimationFrame(animate);
269
+ };
270
+
271
+ this.animationId = requestAnimationFrame(animate);
272
+ }
273
+
274
+ /**
275
+ * Stop the animation loop
276
+ */
277
+ stopAnimation(): void {
278
+ this.isRunning = false;
279
+ if (this.animationId !== null) {
280
+ cancelAnimationFrame(this.animationId);
281
+ this.animationId = null;
282
+ }
283
+ }
284
+
285
+ /**
286
+ * Check if animation is currently running
287
+ */
288
+ isAnimating(): boolean {
289
+ return this.isRunning;
290
+ }
291
+
292
+ /**
293
+ * Pause animation (can be resumed)
294
+ */
295
+ pause(): void {
296
+ this.isRunning = false;
297
+ if (this.animationId !== null) {
298
+ cancelAnimationFrame(this.animationId);
299
+ this.animationId = null;
300
+ }
301
+ }
302
+
303
+ /**
304
+ * Clean up and destroy the renderer
305
+ */
306
+ destroy(): void {
307
+ this.stopAnimation();
308
+ }
309
+ }