freecodego 0.1.7-alpha.2.2 → 0.1.7-rc.2.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (593) hide show
  1. package/README.i18n.yaml +45 -5
  2. package/README.md +4 -4
  3. package/README.zh.md +4 -4
  4. package/cordis.patch.yml +230 -126
  5. package/dist/assets/design/craft/FUTURE_SECTIONS.md +9 -0
  6. package/dist/assets/design/craft/LICENSE +201 -0
  7. package/dist/assets/design/craft/PROVENANCE.md +77 -0
  8. package/dist/assets/design/craft/README.md +106 -0
  9. package/dist/assets/design/craft/accessibility-baseline.md +201 -0
  10. package/dist/assets/design/craft/animation-discipline.md +154 -0
  11. package/dist/assets/design/craft/anti-ai-slop.md +84 -0
  12. package/dist/assets/design/craft/color.md +88 -0
  13. package/dist/assets/design/craft/form-validation.md +221 -0
  14. package/dist/assets/design/craft/laws-of-ux.md +296 -0
  15. package/dist/assets/design/craft/rtl-and-bidi.md +186 -0
  16. package/dist/assets/design/craft/state-coverage.md +134 -0
  17. package/dist/assets/design/craft/typography-hierarchy-editorial.md +182 -0
  18. package/dist/assets/design/craft/typography-hierarchy.md +165 -0
  19. package/dist/assets/design/craft/typography.md +122 -0
  20. package/dist/assets/design/react-bits/SKILL.md +130 -0
  21. package/dist/assets/design/skills/embedded-captions/CATALOG.md +91 -0
  22. package/dist/assets/design/skills/embedded-captions/SKILL.md +260 -0
  23. package/dist/assets/design/skills/embedded-captions/assets/fonts/char-widths.json +2211 -0
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  26. package/dist/assets/design/skills/embedded-captions/dna/README.md +148 -0
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  37. package/dist/assets/design/skills/embedded-captions/modes/cinematic/README.md +48 -0
  38. package/dist/assets/design/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +98 -0
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  48. package/dist/assets/design/skills/embedded-captions/modes/standard/_motion.md +192 -0
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  89. package/dist/assets/design/skills/embedded-captions/themes/terminal.json +49 -0
  90. package/dist/assets/design/skills/embedded-captions/themes/thunder.json +44 -0
  91. package/dist/assets/design/skills/embedded-captions/themes/transit.json +44 -0
  92. package/dist/assets/design/skills/embedded-captions/themes/vhs.json +47 -0
  93. package/dist/assets/design/skills/faceless-explainer/SKILL.md +235 -0
  94. package/dist/assets/design/skills/faceless-explainer/references/cut-catalog.md +215 -0
  95. package/dist/assets/design/skills/faceless-explainer/references/motion-language.md +156 -0
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  98. package/dist/assets/design/skills/faceless-explainer/sub-agents/frame-worker.md +12 -0
  99. package/dist/assets/design/skills/general-video/SKILL.md +164 -0
  100. package/dist/assets/design/skills/general-video/sub-agents/frame-worker.md +34 -0
  101. package/dist/assets/design/skills/hyperframes/SKILL.md +134 -0
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  117. package/dist/assets/design/skills/hyperframes/references/routes/product-launch-video.md +13 -0
  118. package/dist/assets/design/skills/hyperframes/references/routes/remotion-to-hyperframes.md +9 -0
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  126. package/dist/assets/design/skills/hyperframes-animation/SKILL.md +86 -0
  127. package/dist/assets/design/skills/hyperframes-animation/adapters/animate-text.md +64 -0
  128. package/dist/assets/design/skills/hyperframes-animation/adapters/animejs.md +130 -0
  129. package/dist/assets/design/skills/hyperframes-animation/adapters/css-animations.md +143 -0
  130. package/dist/assets/design/skills/hyperframes-animation/adapters/gsap-easing-and-stagger.md +199 -0
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  139. package/dist/assets/design/skills/hyperframes-animation/blueprints/agent-progress-theater.md +76 -0
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@@ -0,0 +1,130 @@
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+ ---
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+ name: hyperframes-animejs
3
+ description: Anime.js adapter patterns for HyperFrames. Use when writing Anime.js animations or timelines inside HyperFrames compositions, registering animations on window.__hfAnime, making Anime.js seek-driven and deterministic, or translating Anime.js examples into render-safe HyperFrames HTML.
4
+ ---
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+
6
+ # Anime.js for HyperFrames
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+
8
+ HyperFrames can seek Anime.js instances through its `animejs` runtime adapter. The composition owns the animation objects; HyperFrames owns the clock.
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+
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+ **This page targets v4 (examples pinned to 4.5.0, MIT).** v4 is a hard break from v3 — there is no callable `anime()`, `easing:` is now `ease:`, and ease names lost their `ease` prefix. Writing v3 from memory produces a composition that throws or silently animates nothing.
11
+
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+ The repo's own producer fixtures pin `animejs@4.0.2/lib/anime.iife.min.js`, which still resolves — but that build predates `splitText` / `scrambleText` / `createSeededRandom` / `createLayout` used below, and 4.1+ moved the bundles to `dist/bundles/`, so a version bump needs the path changed too.
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+
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+ ## Contract
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+
16
+ - Create animations or timelines synchronously during composition initialization.
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+ - Set `autoplay: false` so Anime.js does not advance on its own clock.
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+ - Register every returned animation or timeline on `window.__hfAnime` — **explicitly. There is no working auto-discovery on v4** (see Avoid).
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+ - Use finite durations and loop counts.
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+ - Avoid callbacks that mutate DOM based on wall-clock time, network state, or unseeded randomness.
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+
22
+ The adapter seeks every registered instance with `instance.seek(timeMs)`, where `timeMs` is HyperFrames time **in milliseconds** (`ctx.time` seconds × 1000). It also calls `pause()` and `play()` on each instance; anything exposing those three methods works, whatever created it.
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+
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+ ## Loading v4
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+
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+ ```html
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+ <!-- UMD: the global `anime` is a NAMESPACE OBJECT, not a function -->
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+ <script src="https://cdn.jsdelivr.net/npm/animejs@4.5.0/dist/bundles/anime.umd.min.js"></script>
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+ ```
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+
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+ `anime.animate(...)`, `anime.createTimeline(...)`, `anime.utils.*`, `anime.svg.*`, `anime.stagger(...)`. **Calling `anime(...)` is a TypeError** — every v4 build (UMD and IIFE alike) assigns a namespace object to the global, so v3's `anime({ targets })` form cannot work no matter which v4 file you load.
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+
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+ ## Basic Pattern
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+
35
+ ```html
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+ <script>
37
+ const anim = anime.animate(".mark", {
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+ x: 280, // v4 shorthand for translateX
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+ rotate: "1turn",
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+ opacity: [0, 1],
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+ duration: 1200,
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+ ease: "outExpo", // NOT easing: "easeOutExpo"
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+ autoplay: false,
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+ });
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+
46
+ window.__hfAnime = window.__hfAnime || [];
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+ window.__hfAnime.push(anim);
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+ </script>
49
+ ```
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+
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+ ## Timeline Pattern
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+
53
+ `createTimeline` replaces `anime.timeline`, and `add()` takes **targets as its first argument** — `add(targets, parameters, position)`:
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+
55
+ ```html
56
+ <script>
57
+ const tl = anime.createTimeline({
58
+ autoplay: false,
59
+ defaults: { ease: "outCubic" }, // per-timeline defaults, not a bare `easing`
60
+ });
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+
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+ tl.add(".title", { y: [40, 0], opacity: [0, 1], duration: 650 });
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+ tl.add(".accent", { scaleX: [0, 1], duration: 450 }, 250); // 250 = time position
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+
65
+ window.__hfAnime = window.__hfAnime || [];
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+ window.__hfAnime.push(tl);
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+ </script>
68
+ ```
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+
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+ Position accepts a number, a label, `"+=250"` / `"-=100"`, `"<"` (previous **end**) and `"<<"` (previous **start**).
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+
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+ ## Module Builds
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+
74
+ The adapter does not care how the instance was created — only that it exposes `seek()`, `pause()`, and `play()`:
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+
76
+ ```html
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+ <script type="module">
78
+ import { animate } from "https://cdn.jsdelivr.net/npm/animejs@4.5.0/+esm";
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+
80
+ const anim = animate(".chip", { x: "18rem", duration: 900, autoplay: false });
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+
82
+ window.__hfAnime = window.__hfAnime || [];
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+ window.__hfAnime.push(anim);
84
+ </script>
85
+ ```
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+
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+ ## Determinism
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+
89
+ v4 ships `createSeededRandom(seed)` — use it instead of `Math.random()` when a composition needs scatter/jitter, so the same frame renders the same on every pass:
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+
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+ ```js
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+ const rnd = anime.createSeededRandom(1337);
93
+ anime.animate(".dot", { y: () => -40 * rnd(), duration: 800, autoplay: false });
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+ ```
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+
96
+ `anime.utils.random()` / `randomPick()` / `shuffle()` are **not** seeded — they break frame-to-frame reproducibility.
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+
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+ ## Good Uses
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+
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+ - Small SVG and DOM flourishes where Anime.js syntax is compact.
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+ - Free `splitText` / `scrambleText` (Motion puts these behind Motion+; GSAP SplitText is the other free option).
102
+ - `svg.createDrawable` / `svg.morphTo` / `svg.createMotionPath` line-draw and path work.
103
+ - Multiple independent micro-animations pushed into the same registry.
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+
105
+ Use GSAP for complex scene sequencing unless the user specifically asks for Anime.js. GSAP is still the primary HyperFrames authoring path.
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+
107
+ ## Avoid
108
+
109
+ - Leaving `autoplay` at the Anime.js default.
110
+ - **Relying on the adapter's `anime.running` auto-discovery — it cannot work on v4.** `running` is not among v4.5.0's exports (verified against the published bundle), so `discover()` returns immediately and any instance you did not `push()` is never seeked. Explicit registration is mandatory, not a nicety.
111
+ - `autoplay: onScroll(...)` — there is no scroll in a headless seek render, so the animation would never advance. Drive it off composition time instead.
112
+ - `waapi.animate()` for anything the adapter must seek — the adapter seeks via `.seek()`, and whether WAAPI-backed instances honor it is **unverified**. Use the JS engine (`animate`) for rendered compositions; `waapi` is an off-main-thread optimization for live pages.
113
+ - `createDraggable`, and any pointer-driven `createAnimatable` loop — input does not exist at render time.
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+ - Infinite loops. Compute a finite repeat count from the composition duration (v4 `loop` counts **repeats**: `loop: 1` plays twice).
115
+ - Building animations in timers, promises, event handlers, or after async asset loads.
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+
117
+ ## Validation
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+
119
+ After editing a composition that uses Anime.js:
120
+
121
+ ```bash
122
+ freecodego_design_lint
123
+ freecodego_design_lint
124
+ ```
125
+
126
+ ## Credits And References
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+
128
+ - HyperFrames adapter source: `packages/core/src/runtime/adapters/animejs.ts`.
129
+ - Anime.js v4 docs: https://animejs.com/documentation/
130
+ - v3 → v4 migration (not on animejs.com): https://github.com/juliangarnier/anime/wiki/Migrating-from-v3-to-v4
@@ -0,0 +1,143 @@
1
+ ---
2
+ name: hyperframes-css-animations
3
+ description: CSS animation adapter patterns for HyperFrames. Use when authoring CSS keyframes, animation-delay based timing, animation-fill-mode, animation-play-state, or CSS-only motion that HyperFrames must seek deterministically during preview and rendering.
4
+ ---
5
+
6
+ # CSS Animations for HyperFrames
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+
8
+ HyperFrames can seek CSS keyframe animations through its `css` runtime adapter. Use this for simple repeated motifs, background motion, shimmer, glow, masks, and non-sequenced decoration.
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+
10
+ For scene choreography, GSAP is usually clearer. CSS animations work best when the motion belongs to one element and has a fixed duration.
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+
12
+ ## Contract
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+
14
+ - Put the animated element in the DOM before runtime initialization finishes.
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+ - Give timed elements a `data-start` value so local animation time matches the clip.
16
+ - Use finite `animation-duration` and `animation-iteration-count` because the negative-delay fallback cannot represent unbounded duration in environments without WAAPI-backed CSS animations.
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+ - Prefer `animation-fill-mode: both` so seeked states hold before and after active motion.
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+ - Avoid wall-clock JavaScript, hover-triggered state, and class toggles that depend on user events.
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+
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+ The adapter discovers elements with computed `animation-name`, seeks their browser `Animation` handles when available, and falls back to pausing with negative `animation-delay`.
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+
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+ ## Basic Pattern
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+
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+ ```html
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+ <div
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+ id="pulse-ring"
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+ class="clip pulse-ring"
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+ data-start="0"
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+ data-duration="4"
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+ data-track-index="2"
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+ ></div>
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+
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+ <style>
34
+ .pulse-ring {
35
+ width: 280px;
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+ height: 280px;
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+ border: 4px solid rgba(255, 255, 255, 0.7);
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+ border-radius: 50%;
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+ animation-name: pulse-ring;
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+ animation-duration: 1200ms;
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+ animation-timing-function: cubic-bezier(0.2, 0, 0, 1);
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+ animation-iteration-count: 3;
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+ animation-fill-mode: both;
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+ }
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+
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+ @keyframes pulse-ring {
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+ from {
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+ opacity: 0;
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+ transform: scale(0.82);
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+ }
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+ 35% {
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+ opacity: 1;
53
+ }
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+ to {
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+ opacity: 0;
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+ transform: scale(1.18);
57
+ }
58
+ }
59
+ </style>
60
+ ```
61
+
62
+ ## Stagger Pattern
63
+
64
+ Use CSS custom properties to avoid duplicating keyframes:
65
+
66
+ ```html
67
+ <div class="clip dots" data-start="1" data-duration="3" data-track-index="3">
68
+ <span style="--i: 0"></span>
69
+ <span style="--i: 1"></span>
70
+ <span style="--i: 2"></span>
71
+ </div>
72
+
73
+ <style>
74
+ .dots span {
75
+ display: inline-block;
76
+ width: 18px;
77
+ height: 18px;
78
+ margin-right: 10px;
79
+ border-radius: 50%;
80
+ background: currentColor;
81
+ animation: dot-pop 900ms ease-out both;
82
+ animation-delay: calc(var(--i) * 120ms);
83
+ }
84
+
85
+ @keyframes dot-pop {
86
+ from {
87
+ opacity: 0;
88
+ transform: translateY(18px) scale(0.75);
89
+ }
90
+ to {
91
+ opacity: 1;
92
+ transform: translateY(0) scale(1);
93
+ }
94
+ }
95
+ </style>
96
+ ```
97
+
98
+ ## Good Uses
99
+
100
+ - Decorative loops with a known repeat count.
101
+ - Mask, glow, shimmer, grain, and subtle parallax layers.
102
+ - Simple one-element entrances where a full JS timeline would be excessive.
103
+
104
+ ## Avoid
105
+
106
+ - Infinite CSS animations unless you have verified the browser exposes seekable WAAPI-backed CSS animation handles. Prefer a finite iteration count covering the visible duration. If you do use `infinite`, add `data-duration` to the root element — see Composition Duration below.
107
+ - Animating layout properties like `top`, `left`, `width`, or `height` when transforms work.
108
+ - Relying on hover, focus, scroll, or media queries to trigger render-critical motion.
109
+ - Changing animation classes after startup unless another deterministic timeline controls that change.
110
+
111
+ ## Composition Duration
112
+
113
+ The render engine needs to know the composition's total length. GSAP timelines report this automatically; CSS-only compositions have no timeline object, so the runtime infers duration from the longest running animation's computed end time (`animation-delay` + `animation-duration` × finite `animation-iteration-count`, per element with `data-start` added as an offset). `data-duration` on the root element is optional whenever every CSS animation on the page is finite — you don't need to add it just because the composition is CSS-driven.
114
+
115
+ `animation-iteration-count: infinite` (or any unresolved/unbounded animation) has no finite end time, so it cannot be auto-inferred. If the composition's only animation is infinite, you **must** add `data-duration="<seconds>"` to the root `[data-composition-id]` element with your intended total length — `freecodego_design_lint` errors on this case (`root_composition_missing_duration_source`) precisely because there is nothing for the runtime to infer.
116
+
117
+ ```html
118
+ <div
119
+ data-composition-id="root"
120
+ data-start="0"
121
+ data-duration="6"
122
+ data-width="1920"
123
+ data-height="1080"
124
+ >
125
+ <div class="clip spinner" data-start="0" style="animation: spin 1s linear infinite"></div>
126
+ </div>
127
+ ```
128
+
129
+ ## Validation
130
+
131
+ After editing CSS animation compositions:
132
+
133
+ ```bash
134
+ freecodego_design_lint
135
+ freecodego_design_lint
136
+ ```
137
+
138
+ ## Credits And References
139
+
140
+ - HyperFrames adapter source: `packages/core/src/runtime/adapters/css.ts`.
141
+ - Duration auto-inference: `packages/core/src/runtime/init.ts` (`resolveAdapterDurationFloorSeconds`), `getInferredDurationSeconds` in the adapter above.
142
+ - MDN CSS animation documentation: https://developer.mozilla.org/en-US/docs/Web/CSS/Reference/Properties/animation
143
+ - MDN `animation-fill-mode`: https://developer.mozilla.org/en-US/docs/Web/CSS/animation-fill-mode
@@ -0,0 +1,199 @@
1
+ # Easing, Stagger, and Function-Based Values
2
+
3
+ ## Easing
4
+
5
+ Built-in eases: `power1`, `power2`, `power3`, `power4`, `back`, `bounce`, `circ`, `elastic`, `expo`, `sine`, `none`.
6
+
7
+ Each has `.in`, `.out`, `.inOut` variants.
8
+
9
+ | Ease | Use for |
10
+ | ------------------------------------------ | ----------------------------------------------------------------------------------------------- |
11
+ | `power1.out`, `power2.out` | Gentle motion for secondary elements (a caption fade, a small shift). NOT the entrance default. |
12
+ | `power3.out` (house default), `power4.out` | The standard long-tail settle. Entrances, title cards, hero reveals. |
13
+ | `sine.inOut` | Long, slow, calm motion. Crossfades, ambient drift. |
14
+ | `back.out(1.7)` | Overshoot then settle. RARE — explicitly-playful register only, never a default. |
15
+ | `elastic.out(1, 0.3)` | Springy bounce. Same playful-only rule; prefer a baked spring (see Spring Eases below). |
16
+ | `expo.inOut` | Snappy, dramatic. Quick transitions between hero scenes. |
17
+ | `none` (linear) | Camera moves with timed counterpoint, mechanical motion. |
18
+
19
+ Pick `.out` for entrances, `.in` for exits, `.inOut` for symmetric moves and continuous motion.
20
+
21
+ **Smooth beats bouncy** — the motion doctrine (`rules/spring-pop-entrance.md`, the workflows' `motion-language.md`): entrances default to `power3.out` or the baked critically-damped spring (see Spring Eases below); overshoot eases (`back` / `elastic` / `bounce`) are a rare, explicitly-playful register, never the house style.
22
+
23
+ ## Easing Vocabulary (character & mood)
24
+
25
+ Easings are tone of voice: a video that only whispers is boring; one that varies between whisper, normal, and punch is engaging. A composition should draw on ~3 easing characters across its beats — but vary **within the smooth families by energy** (`sine` / `power1` calm → `power3` standard → `power4` / `expo` punch); don't reach for overshoot to add variety. Overshoot is a _register_ (explicitly playful), not a spice. One ease everywhere reads flat; bounce everywhere reads cheap — the second failure is worse.
26
+
27
+ The full palette by character (each family has `.in`, `.out`, `.inOut` variants):
28
+
29
+ | Family | Character | Typical use |
30
+ | -------------------- | ---------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
31
+ | `power1`–`power4` | Gentle (1) to aggressive (4) acceleration curves | General purpose. **power3 is the house workhorse**; power2 for gentle secondary motion, power4 for dramatic snaps |
32
+ | `back(N)` | Overshoot then settle. N controls how far past the target (1=subtle, 4=wild) | RARE — explicitly-playful register only, never a default. Keep N ≤ 2; prefer a baked spring at ζ 0.6–0.7 (physical settle, see Spring Eases) |
33
+ | `elastic(amp, freq)` | Spring bounce. amp=magnitude, freq=oscillation speed | RARE — same playful-only rule; the baked spring (below) is the physical version |
34
+ | `bounce` | Ball-drop bouncing | RARE — physical-comedy register only (something literally dropping) |
35
+ | `expo` | Extreme acceleration curve (much steeper than power4) | Premium/luxury reveals, dramatic entrances |
36
+ | `sine` | Smooth, organic, no hard edges | Ambient float, breathing, Ken Burns, anything that loops. `.inOut` for yoyo motion |
37
+ | `circ` | Circular acceleration (starts very fast, ends very gentle or vice versa) | Camera moves, scene transitions, orbital motion |
38
+ | `steps(N)` | Discrete N-step jumps, no interpolation | Typing effects, cursor blink, counter ticks, retro/digital aesthetics |
39
+
40
+ **Mood mapping:** Match easing character to the beat's emotional content. Smooth/organic easings (`sine`, `power1`) feel contemplative and drifting. Aggressive deceleration (`power4.out`, `expo.out`) feels snappy and confident. Spring overshoot (`back.out`) feels bouncy and physical — but bouncy is a register, not an emphasis tool; reach for it only on explicitly-playful beats. The storyboard's mood description should guide which character fits — not a formula.
41
+
42
+ ## Defaults
43
+
44
+ ```javascript
45
+ const tl = gsap.timeline({
46
+ paused: true,
47
+ defaults: { duration: 0.6, ease: "power3.out" }, // the house settle — smooth beats bouncy
48
+ });
49
+ ```
50
+
51
+ Or globally:
52
+
53
+ ```javascript
54
+ gsap.defaults({ duration: 0.6, ease: "power3.out" });
55
+ ```
56
+
57
+ Setting defaults at timeline scope is preferred — it documents the motion language of that composition in one place.
58
+
59
+ ## Spring Eases (baked physics, seek-safe)
60
+
61
+ The "iOS feel" is a **damped spring's velocity curve**, not a bounce: a fast launch into a long asymptotic settle. Well-made system animations are critically damped or close to it — they barely overshoot, or don't at all. `power3.out` / `expo.out` approximate that curve; when you want the exact one — or a _physical_ overshoot for the rare playful register — bake the spring's closed-form solution into a function ease.
62
+
63
+ Why not a real-time spring library: an interactive spring is a stateful integrator (velocity accumulates frame to frame), which cannot be seeked deterministically — you'd have to simulate frames 0…N−1 to render frame N. The closed form below is a **pure function of progress** — no state, nothing to desync, seek-safe by construction. This is also why interaction-lib spring solvers are banned in compositions.
64
+
65
+ ```javascript
66
+ // springEase — a damped spring's exact position curve as a GSAP ease.
67
+ // response ≈ seconds one oscillation would take (0.3–0.6 for entrances)
68
+ // dampingFraction 1.0 = critically damped — smooth settle, NO overshoot (house default)
69
+ // 0.80–0.85 ≈ the iOS system register — ~1–1.5% overshoot, felt not seen
70
+ // 0.60–0.70 = explicitly playful — ~5–10% overshoot (rare; replaces back.out)
71
+ function springEase({ response = 0.5, dampingFraction = 1 } = {}) {
72
+ const w = (2 * Math.PI) / response; // undamped natural frequency
73
+ const z = dampingFraction;
74
+ let pos; // x(t): 0 → 1, starting at rest (v0 = 0)
75
+ if (z < 1) {
76
+ const wd = w * Math.sqrt(1 - z * z);
77
+ pos = (t) => 1 - Math.exp(-z * w * t) * (Math.cos(wd * t) + ((z * w) / wd) * Math.sin(wd * t));
78
+ } else if (z > 1) {
79
+ const wo = w * Math.sqrt(z * z - 1);
80
+ pos = (t) =>
81
+ 1 - Math.exp(-z * w * t) * (Math.cosh(wo * t) + ((z * w) / wo) * Math.sinh(wo * t));
82
+ } else {
83
+ pos = (t) => 1 - Math.exp(-w * t) * (1 + w * t);
84
+ }
85
+ // Settle time: last moment the curve sits outside ±0.1% of target.
86
+ // Fixed-step scan, runs once at setup — deterministic (no Math.random / Date.now).
87
+ const EPS = 0.001;
88
+ const rate = z <= 1 ? z * w : (z - Math.sqrt(z * z - 1)) * w; // slowest decay mode
89
+ const SCAN = 12 / rate;
90
+ const N = 4800;
91
+ let T = SCAN;
92
+ for (let i = N; i >= 0; i--) {
93
+ const t = (i / N) * SCAN;
94
+ if (Math.abs(1 - pos(t)) > EPS) {
95
+ T = ((i + 1) / N) * SCAN;
96
+ break;
97
+ }
98
+ }
99
+ const xT = pos(T);
100
+ return {
101
+ duration: T, // use as the tween's duration — the settle time IS the physics
102
+ ease: (p) => pos(p * T) + p * (1 - xT), // normalized so ease(1) === 1 exactly
103
+ };
104
+ }
105
+ ```
106
+
107
+ Usage — take **both** the ease and the duration from the helper (the settle time is part of the physics; overriding the duration just re-times the same curve, so tune speed via `response` instead):
108
+
109
+ ```javascript
110
+ const settle = springEase({ response: 0.4 }); // critically damped → duration ≈ 0.59s
111
+ tl.fromTo(
112
+ "#hero",
113
+ { scale: 0, opacity: 0 },
114
+ { scale: 1, opacity: 1, duration: settle.duration, ease: settle.ease },
115
+ 0.2,
116
+ );
117
+ ```
118
+
119
+ | dampingFraction | overshoot | register |
120
+ | ----------------- | --------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- |
121
+ | **1.0 (default)** | none (monotone) | The house settle — the exact curve `power3.out` approximates. Product / enterprise / serious tone. |
122
+ | 0.80–0.85 | ~1–1.5% | "Alive, not bouncy" — the iOS system default register. The overshoot is felt, not seen. |
123
+ | 0.60–0.70 | ~5–10% | Explicitly-playful ONLY (same rule as `back.out`, which this replaces — a spring's second-order settle reads physical where `back` reads cartoon). |
124
+ | < 0.55 | > 12% | Don't. Cartoon-wobble territory. |
125
+
126
+ | response | duration (ζ=1) | feel |
127
+ | --------- | -------------- | ------------------------------------------------------------ |
128
+ | 0.25–0.35 | 0.37–0.51s | tight snap — chips, small UI |
129
+ | 0.35–0.50 | 0.51–0.74s | standard entrance |
130
+ | 0.50–0.70 | 0.74–1.03s | weighted hero landing — check the `t ≤ 0.5s` visibility rule |
131
+
132
+ Craft notes:
133
+
134
+ - **ζ=1 vs `power3.out`**: the true spring front-loads harder (~67% vs ~58% travelled at quarter-time) and settles on a longer asymptotic tail; max shape difference ~11%. That long tail is the "premium" read — use it when the settle IS the shot (a wordmark landing, a final lockup).
135
+ - **At ζ<1, overshooting curves go on transforms only** — never on `opacity` (it would push past 1) or color. Split opacity onto its own `power2.out` tween at the same timeline position.
136
+ - **Doctrine unchanged**: ζ below ~0.8 is still the rare, explicitly-playful exception (`rules/spring-pop-entrance.md`). The default of this section is ζ=1 — real spring physics is not a license for bounce.
137
+
138
+ ## Stagger
139
+
140
+ ```javascript
141
+ gsap.fromTo(".item", { y: 24, opacity: 0 }, { y: 0, opacity: 1, duration: 0.5, stagger: 0.08 });
142
+ ```
143
+
144
+ Object form:
145
+
146
+ ```javascript
147
+ gsap.fromTo(
148
+ ".item",
149
+ { y: 24, opacity: 0 },
150
+ {
151
+ y: 0,
152
+ opacity: 1,
153
+ stagger: {
154
+ each: 0.08, // delay between each
155
+ from: "center", // "start" | "end" | "center" | "edges" | "random" | index
156
+ amount: 0.6, // total stagger time (overrides each if both set)
157
+ grid: "auto", // for 2D stagger
158
+ axis: "x" | "y",
159
+ },
160
+ },
161
+ );
162
+ ```
163
+
164
+ Prefer `stagger` over N separate tweens with manual delays — it stays correct when the target count or order changes. Use `fromTo()` rather than `from()` so the start state is explicit (see `gsap-timeline-and-labels.md` → sub-composition entrances).
165
+
166
+ ## Function-Based Values
167
+
168
+ Any var can be a function `(index, target, targets) => value`:
169
+
170
+ ```javascript
171
+ gsap.to(".item", {
172
+ x: (i, target, targets) => i * 50,
173
+ rotation: (i) => (i % 2 === 0 ? 5 : -5),
174
+ stagger: 0.1,
175
+ });
176
+ ```
177
+
178
+ Use this for per-element values that depend on index, attributes, or measured size. Cheaper and more idiomatic than building tweens in a loop.
179
+
180
+ ## gsap.matchMedia (preview only)
181
+
182
+ `matchMedia` runs setup only when a media query matches and auto-reverts when it stops matching. It is useful for **preview** in the browser at different viewport sizes, and for `prefers-reduced-motion`. It is **not** a substitute for rendering at the composition's actual `data-width`/`data-height` — HyperFrames renders at a fixed viewport.
183
+
184
+ ```javascript
185
+ let mm = gsap.matchMedia();
186
+ mm.add(
187
+ {
188
+ isDesktop: "(min-width: 800px)",
189
+ reduceMotion: "(prefers-reduced-motion: reduce)",
190
+ },
191
+ (context) => {
192
+ const { isDesktop, reduceMotion } = context.conditions;
193
+ gsap.to(".box", {
194
+ rotation: isDesktop ? 360 : 180,
195
+ duration: reduceMotion ? 0 : 2,
196
+ });
197
+ },
198
+ );
199
+ ```
@@ -0,0 +1,96 @@
1
+ # Timelines and Labels
2
+
3
+ HyperFrames is a seek-driven runtime. Build one paused timeline per composition, attach it to `window.__timelines["<composition-id>"]`, and let HyperFrames seek it. Never call `.play()` for render-critical motion.
4
+
5
+ ## Creating a Timeline
6
+
7
+ ```javascript
8
+ const tl = gsap.timeline({
9
+ paused: true,
10
+ defaults: { duration: 0.5, ease: "power3.out" },
11
+ });
12
+
13
+ tl.to(".a", { x: 100 }).to(".b", { y: 50 }).to(".c", { opacity: 0 });
14
+ ```
15
+
16
+ Timeline options:
17
+
18
+ - **paused: true** — required in HyperFrames. The framework drives the playhead.
19
+ - **repeat**, **yoyo** — apply to the whole timeline. `repeat: -1` is forbidden; use finite counts.
20
+ - **defaults** — vars merged into every child tween. Use this instead of repeating `ease` and `duration` on every line.
21
+
22
+ ## Position Parameter
23
+
24
+ The third argument to `.to()`/`.from()`/`.fromTo()` controls placement on the timeline:
25
+
26
+ | Form | Meaning |
27
+ | -------------- | ------------------------------------ |
28
+ | `0`, `1.5` | Absolute time in seconds |
29
+ | `"+=0.5"` | 0.5s after the end of the timeline |
30
+ | `"-=0.2"` | 0.2s before the end of the timeline |
31
+ | `"intro"` | At the `intro` label |
32
+ | `"intro+=0.3"` | 0.3s after the `intro` label |
33
+ | `"<"` | Same start as the previous tween |
34
+ | `">"` | Right after the previous tween ends |
35
+ | `"<0.2"` | 0.2s after the previous tween starts |
36
+ | `">-0.1"` | 0.1s before the previous tween ends |
37
+
38
+ ```javascript
39
+ tl.to(".a", { x: 100 }, 0);
40
+ tl.to(".b", { y: 50 }, "<"); // same start as .a
41
+ tl.to(".c", { opacity: 0 }, "<0.2"); // 0.2s after .b starts
42
+ ```
43
+
44
+ Prefer the position parameter over `delay:` — it composes naturally and survives refactors that re-order tweens.
45
+
46
+ ## Labels
47
+
48
+ ```javascript
49
+ tl.addLabel("intro", 0);
50
+ tl.to(".a", { x: 100 }, "intro");
51
+
52
+ tl.addLabel("outro", "+=0.5");
53
+ tl.to(".a", { opacity: 0 }, "outro");
54
+ ```
55
+
56
+ Labels make a long timeline readable and let multiple tweens converge on the same beat without re-typing absolute times.
57
+
58
+ ## Nesting Timelines
59
+
60
+ ```javascript
61
+ const master = gsap.timeline({ paused: true });
62
+
63
+ const child = gsap.timeline();
64
+ child.to(".a", { x: 100 }).to(".b", { y: 50 });
65
+
66
+ master.add(child, 0);
67
+ ```
68
+
69
+ In HyperFrames, **do not** nest sub-composition timelines into the host. Sub-compositions loaded via `data-composition-src` are seeked independently by HyperFrames from their own `data-start`. Nesting is only for grouping pieces of the _same_ composition's timeline.
70
+
71
+ ## Inside Sub-Compositions: prefer `fromTo` over `from`
72
+
73
+ For entrance tweens inside a sub-composition, prefer `gsap.fromTo()` over `gsap.from()`:
74
+
75
+ ```javascript
76
+ // Sub-composition entrance — survives re-seek cleanly
77
+ tl.fromTo(".title", { y: 60, opacity: 0 }, { y: 0, opacity: 1, duration: 0.6 }, 0.2);
78
+ ```
79
+
80
+ Why: HyperFrames re-seeks the sub-composition every time its host clip becomes visible. `gsap.from()` snapshots the starting state at **registration time** (page load); when the playhead jumps back past `data-start`, that snapshot can desync from the actual CSS state and the element renders in the wrong position. `gsap.fromTo()` declares both endpoints explicitly, so the seek-back always produces the same start state.
81
+
82
+ In top-level (standalone) compositions either form works — there's no re-seek-through-mount cycle.
83
+
84
+ ## Playback Control (debug / preview only)
85
+
86
+ ```javascript
87
+ tl.play();
88
+ tl.pause();
89
+ tl.reverse();
90
+ tl.restart();
91
+ tl.time(2);
92
+ tl.progress(0.5);
93
+ tl.kill();
94
+ ```
95
+
96
+ These are useful when previewing in the browser. In rendered output HyperFrames calls `seek()` internally — your timeline must produce identical state for the same time value every time it is seeked.