mason-sprite 0.1.0

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package/LICENSE ADDED
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+ MIT License
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+
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+ Copyright (c) 2026 mason
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
package/README.md ADDED
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+ # mason-sprite
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+
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+ Lightweight sprite sheet animation for **React**, **Vue**, and **Svelte** — one package, subpath imports.
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+
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+ Drop in a PNG or WebP sprite sheet, set `rows`, `cols`, and `fps` — and you're done. No Lottie, no timeline editor. Just a simple **CSS** or **Canvas** sprite player.
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+
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+ ## Install
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+
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+ ```bash
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+ npm install mason-sprite
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+ ```
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+
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+ Peer dependencies (install only what you use):
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+
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+ | Framework | Peers |
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+ |-----------|-------|
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+ | React | `react`, `react-dom` |
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+ | Vue 3 | `vue` |
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+ | Svelte | `svelte` |
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+
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+ ## Usage
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+
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+ ### Core engine (vanilla JS)
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+
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+ ```ts
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+ import { SpriteAnimator } from 'mason-sprite';
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+
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+ const animator = new SpriteAnimator({
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+ src: '/sprites/hero.png',
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+ rows: 2,
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+ cols: 5,
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+ fps: 10,
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+ loop: true,
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+ width: 140,
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+ height: 140,
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+ });
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+
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+ animator.attach(document.getElementById('sprite')!);
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+ animator.play();
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+ ```
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+
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+ ### React
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+
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+ ```tsx
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+ import { Sprite } from 'mason-sprite/react';
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+
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+ <Sprite
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+ src="/sprites/hero.png"
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+ rows={2}
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+ cols={5}
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+ fps={10}
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+ loop
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+ width={140}
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+ height={140}
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+ />
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+ ```
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+
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+ ### Vue 3
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+
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+ ```vue
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+ <script setup>
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+ import { Sprite } from 'mason-sprite/vue';
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+ </script>
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+
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+ <template>
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+ <Sprite
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+ src="/sprites/hero.png"
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+ :rows="2"
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+ :cols="5"
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+ :fps="10"
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+ :loop="true"
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+ :width="140"
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+ :height="140"
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+ />
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+ </template>
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+ ```
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+
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+ ### Svelte
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+
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+ ```svelte
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+ <script>
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+ import { Sprite } from 'mason-sprite/svelte';
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+ </script>
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+
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+ <Sprite
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+ src="/sprites/hero.png"
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+ rows={2}
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+ cols={5}
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+ fps={10}
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+ loop
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+ width={140}
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+ height={140}
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+ />
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+ ```
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+
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+ ## Exports
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+
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+ | Import path | Contents |
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+ |-------------|----------|
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+ | `mason-sprite` | `SpriteAnimator`, types, utilities |
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+ | `mason-sprite/react` | `Sprite`, `useSprite` |
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+ | `mason-sprite/vue` | `Sprite` component |
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+ | `mason-sprite/svelte` | `Sprite` component |
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+
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+ ## Features
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+
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+ - PNG / WebP sprite sheet support
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+ - CSS or Canvas rendering
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+ - `play`, `pause`, `stop`, `goToFrame` controls
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+ - Works with any uniform grid sprite sheet (`rows × cols`)
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+
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+ ## Sprite Sheet Requirements
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+
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+ - Uniform grid — every frame is the same size
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+ - PNG or WebP format
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+ - `rows × cols` = total frame count
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+
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+ ## Development
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+
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+ ```bash
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+ pnpm install
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+ pnpm build
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+ pnpm typecheck
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+ ```
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+
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+ ## Publish
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+
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+ ```bash
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+ npm publish
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+ ```
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+
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+ ## License
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+
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+ MIT
package/dist/index.cjs ADDED
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+ "use strict";
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+ var __defProp = Object.defineProperty;
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+ var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
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+ var __getOwnPropNames = Object.getOwnPropertyNames;
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+ var __hasOwnProp = Object.prototype.hasOwnProperty;
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+ var __export = (target, all) => {
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+ for (var name in all)
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+ __defProp(target, name, { get: all[name], enumerable: true });
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+ };
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+ var __copyProps = (to, from, except, desc) => {
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+ if (from && typeof from === "object" || typeof from === "function") {
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+ for (let key of __getOwnPropNames(from))
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+ if (!__hasOwnProp.call(to, key) && key !== except)
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+ __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
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+ }
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+ return to;
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+ };
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+ var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
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+
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+ // src/core/index.ts
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+ var core_exports = {};
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+ __export(core_exports, {
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+ SPRITE_ANIMATION_DEFAULTS: () => SPRITE_ANIMATION_DEFAULTS,
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+ SpriteAnimator: () => SpriteAnimator,
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+ getBackgroundPositionPercent: () => getBackgroundPositionPercent,
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+ getFramePosition: () => getFramePosition,
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+ getTotalFrames: () => getTotalFrames
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+ });
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+ module.exports = __toCommonJS(core_exports);
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+
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+ // src/core/constants.ts
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+ var SPRITE_ANIMATION_DEFAULTS = {
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+ fps: 12,
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+ loop: true,
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+ width: 128,
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+ height: 128,
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+ autoPlay: true,
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+ renderer: "css"
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+ };
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+
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+ // src/core/utils.ts
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+ function getTotalFrames(rows, cols) {
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+ return rows * cols;
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+ }
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+ function getFramePosition(frameIndex, cols) {
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+ return {
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+ row: Math.floor(frameIndex / cols),
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+ col: frameIndex % cols
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+ };
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+ }
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+ function getBackgroundPositionPercent(frameIndex, rows, cols) {
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+ const { row, col } = getFramePosition(frameIndex, cols);
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+ const x = cols <= 1 ? 0 : col / (cols - 1) * 100;
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+ const y = rows <= 1 ? 0 : row / (rows - 1) * 100;
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+ return { x, y };
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+ }
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+
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+ // src/core/canvas-renderer.ts
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+ function drawCanvasFrame(canvas, image, frameIndex, rows, cols, width, height) {
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+ const ctx = canvas.getContext("2d");
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+ if (!ctx) return;
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+ const frameWidth = image.naturalWidth / cols;
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+ const frameHeight = image.naturalHeight / rows;
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+ const { row, col } = getFramePosition(frameIndex, cols);
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+ canvas.width = width;
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+ canvas.height = height;
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+ ctx.clearRect(0, 0, width, height);
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+ ctx.drawImage(
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+ image,
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+ col * frameWidth,
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+ row * frameHeight,
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+ frameWidth,
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+ frameHeight,
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+ 0,
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+ 0,
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+ width,
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+ height
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+ );
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+ }
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+
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+ // src/core/css-renderer.ts
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+ function applyCssFrame(target, src, frameIndex, rows, cols, width, height) {
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+ const { x, y } = getBackgroundPositionPercent(frameIndex, rows, cols);
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+ target.style.backgroundImage = `url("${src}")`;
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+ target.style.backgroundRepeat = "no-repeat";
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+ target.style.backgroundSize = `${cols * 100}% ${rows * 100}%`;
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+ target.style.backgroundPosition = `${x}% ${y}%`;
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+ target.style.width = `${width}px`;
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+ target.style.height = `${height}px`;
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+ target.style.display = "inline-block";
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+ }
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+ function resetCssRenderer(target) {
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+ target.style.backgroundImage = "";
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+ }
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+
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+ // src/core/sprite-animator.ts
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+ var SpriteAnimator = class {
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+ constructor(options) {
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+ this.currentFrame = 0;
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+ this.isPlaying = false;
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+ this.isLoaded = false;
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+ this.rafId = null;
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+ this.lastTimestamp = 0;
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+ this.accumulatedTime = 0;
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+ this.image = null;
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+ this.target = null;
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+ this.listeners = /* @__PURE__ */ new Set();
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+ this.destroyed = false;
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+ this.tick = (timestamp) => {
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+ if (!this.isPlaying || this.destroyed) return;
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+ if (this.lastTimestamp === 0) {
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+ this.lastTimestamp = timestamp;
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+ }
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+ const delta = timestamp - this.lastTimestamp;
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+ this.lastTimestamp = timestamp;
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+ this.accumulatedTime += delta;
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+ const frameDuration = 1e3 / this.options.fps;
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+ while (this.accumulatedTime >= frameDuration) {
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+ this.accumulatedTime -= frameDuration;
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+ this.advanceFrame();
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+ }
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+ this.rafId = requestAnimationFrame(this.tick);
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+ };
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+ this.options = {
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+ ...SPRITE_ANIMATION_DEFAULTS,
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+ ...options
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+ };
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+ this.loadImage();
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+ }
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+ attach(target) {
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+ this.target = target;
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+ if (this.isLoaded) {
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+ this.render();
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+ }
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+ if (this.options.autoPlay) {
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+ this.play();
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+ }
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+ }
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+ play() {
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+ if (this.destroyed || this.isPlaying) return;
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+ this.isPlaying = true;
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+ this.lastTimestamp = 0;
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+ this.accumulatedTime = 0;
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+ this.rafId = requestAnimationFrame(this.tick);
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+ this.notify();
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+ }
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+ pause() {
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+ if (!this.isPlaying) return;
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+ this.isPlaying = false;
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+ if (this.rafId !== null) {
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+ cancelAnimationFrame(this.rafId);
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+ this.rafId = null;
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+ }
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+ this.notify();
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+ }
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+ stop() {
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+ this.pause();
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+ this.currentFrame = 0;
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+ this.render();
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+ this.notify();
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+ }
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+ goToFrame(frame) {
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+ const total = this.getTotalFrames();
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+ this.currentFrame = Math.max(0, Math.min(frame, total - 1));
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+ this.render();
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+ this.options.onFrameChange?.(this.currentFrame);
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+ this.notify();
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+ }
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+ getState() {
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+ return {
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+ currentFrame: this.currentFrame,
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+ totalFrames: this.getTotalFrames(),
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+ isPlaying: this.isPlaying,
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+ isLoaded: this.isLoaded
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+ };
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+ }
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+ subscribe(listener) {
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+ this.listeners.add(listener);
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+ listener(this.getState());
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+ return () => this.listeners.delete(listener);
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+ }
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+ updateOptions(partial) {
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+ const prevSrc = this.options.src;
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+ const prevFps = this.options.fps;
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+ this.options = { ...this.options, ...partial };
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+ if (partial.src !== void 0 && partial.src !== prevSrc) {
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+ this.loadImage();
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+ } else if (this.isLoaded) {
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+ this.render();
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+ }
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+ if (partial.fps !== void 0 && partial.fps !== prevFps) {
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+ this.accumulatedTime = 0;
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+ }
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+ }
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+ destroy() {
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+ this.destroyed = true;
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+ this.pause();
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+ this.listeners.clear();
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+ if (this.target && this.options.renderer === "css") {
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+ resetCssRenderer(this.target);
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+ }
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+ this.target = null;
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+ this.image = null;
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+ }
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+ getTotalFrames() {
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+ return getTotalFrames(this.options.rows, this.options.cols);
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+ }
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+ loadImage() {
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+ this.isLoaded = false;
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+ const img = new Image();
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+ img.crossOrigin = "anonymous";
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+ img.onload = () => {
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+ if (this.destroyed) return;
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+ this.image = img;
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+ this.isLoaded = true;
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+ if (!this.options.width || !this.options.height) {
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+ const frameWidth = img.naturalWidth / this.options.cols;
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+ const frameHeight = img.naturalHeight / this.options.rows;
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+ this.options.width = frameWidth;
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+ this.options.height = frameHeight;
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+ }
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+ this.render();
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+ this.notify();
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+ if (this.options.autoPlay && this.target) {
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+ this.play();
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+ }
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+ };
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+ img.onerror = () => {
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+ console.error(`[SpriteAnimator] Failed to load image: ${this.options.src}`);
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+ };
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+ img.src = this.options.src;
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+ }
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+ advanceFrame() {
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+ const total = this.getTotalFrames();
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+ const next = this.currentFrame + 1;
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+ if (next >= total) {
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+ if (this.options.loop) {
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+ this.currentFrame = 0;
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+ } else {
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+ this.currentFrame = total - 1;
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+ this.pause();
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+ this.options.onComplete?.();
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+ }
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+ } else {
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+ this.currentFrame = next;
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+ }
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+ this.render();
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+ this.options.onFrameChange?.(this.currentFrame);
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+ this.notify();
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+ }
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+ render() {
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+ if (!this.target || !this.isLoaded) return;
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+ const { src, rows, cols, width, height, renderer } = this.options;
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+ if (renderer === "canvas" && this.target instanceof HTMLCanvasElement && this.image) {
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+ drawCanvasFrame(this.target, this.image, this.currentFrame, rows, cols, width, height);
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+ } else if (renderer === "css" && this.target instanceof HTMLElement) {
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+ applyCssFrame(this.target, src, this.currentFrame, rows, cols, width, height);
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+ }
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+ }
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+ notify() {
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+ const state = this.getState();
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+ this.listeners.forEach((listener) => listener(state));
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+ }
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+ };
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+ // Annotate the CommonJS export names for ESM import in node:
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+ 0 && (module.exports = {
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+ SPRITE_ANIMATION_DEFAULTS,
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+ SpriteAnimator,
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+ getBackgroundPositionPercent,
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+ getFramePosition,
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+ getTotalFrames
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+ });
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+ //# sourceMappingURL=index.cjs.map
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+ {"version":3,"sources":["../src/core/index.ts","../src/core/constants.ts","../src/core/utils.ts","../src/core/canvas-renderer.ts","../src/core/css-renderer.ts","../src/core/sprite-animator.ts"],"sourcesContent":["export { SPRITE_ANIMATION_DEFAULTS } from './constants.js';\nexport { SpriteAnimator } from './sprite-animator.js';\nexport type {\n FramePosition,\n RendererMode,\n SpriteAnimationOptions,\n SpriteAnimationState,\n} from './types.js';\nexport {\n getBackgroundPositionPercent,\n getFramePosition,\n getTotalFrames,\n} from './utils.js';\n","import type { RendererMode } from './types.js';\n\nexport const SPRITE_ANIMATION_DEFAULTS = {\n fps: 12,\n loop: true,\n width: 128,\n height: 128,\n autoPlay: true,\n renderer: 'css' as RendererMode,\n} as const;\n","import type { FramePosition } from './types.js';\n\nexport function getTotalFrames(rows: number, cols: number): number {\n return rows * cols;\n}\n\nexport function getFramePosition(frameIndex: number, cols: number): FramePosition {\n return {\n row: Math.floor(frameIndex / cols),\n col: frameIndex % cols,\n };\n}\n\nexport function getBackgroundPositionPercent(\n frameIndex: number,\n rows: number,\n cols: number,\n): { x: number; y: number } {\n const { row, col } = getFramePosition(frameIndex, cols);\n const x = cols <= 1 ? 0 : (col / (cols - 1)) * 100;\n const y = rows <= 1 ? 0 : (row / (rows - 1)) * 100;\n return { x, y };\n}\n","import { getFramePosition } from './utils.js';\n\nexport function drawCanvasFrame(\n canvas: HTMLCanvasElement,\n image: HTMLImageElement,\n frameIndex: number,\n rows: number,\n cols: number,\n width: number,\n height: number,\n): void {\n const ctx = canvas.getContext('2d');\n if (!ctx) return;\n\n const frameWidth = image.naturalWidth / cols;\n const frameHeight = image.naturalHeight / rows;\n const { row, col } = getFramePosition(frameIndex, cols);\n\n canvas.width = width;\n canvas.height = height;\n\n ctx.clearRect(0, 0, width, height);\n ctx.drawImage(\n image,\n col * frameWidth,\n row * frameHeight,\n frameWidth,\n frameHeight,\n 0,\n 0,\n width,\n height,\n );\n}\n","import { getBackgroundPositionPercent } from './utils.js';\n\nexport interface CssRendererTarget {\n style: CSSStyleDeclaration;\n}\n\nexport function applyCssFrame(\n target: CssRendererTarget,\n src: string,\n frameIndex: number,\n rows: number,\n cols: number,\n width: number,\n height: number,\n): void {\n const { x, y } = getBackgroundPositionPercent(frameIndex, rows, cols);\n\n target.style.backgroundImage = `url(\"${src}\")`;\n target.style.backgroundRepeat = 'no-repeat';\n target.style.backgroundSize = `${cols * 100}% ${rows * 100}%`;\n target.style.backgroundPosition = `${x}% ${y}%`;\n target.style.width = `${width}px`;\n target.style.height = `${height}px`;\n target.style.display = 'inline-block';\n}\n\nexport function resetCssRenderer(target: CssRendererTarget): void {\n target.style.backgroundImage = '';\n}\n","import { SPRITE_ANIMATION_DEFAULTS } from './constants.js';\nimport { drawCanvasFrame } from './canvas-renderer.js';\nimport { applyCssFrame, resetCssRenderer } from './css-renderer.js';\nimport type { SpriteAnimationOptions, SpriteAnimationState } from './types.js';\nimport { getTotalFrames } from './utils.js';\n\ntype StateListener = (state: SpriteAnimationState) => void;\n\ntype ResolvedSpriteAnimationOptions = Required<\n Pick<SpriteAnimationOptions, 'src' | 'rows' | 'cols'>\n> &\n Required<Pick<SpriteAnimationOptions, 'fps' | 'loop' | 'width' | 'height' | 'autoPlay' | 'renderer'>> &\n Pick<SpriteAnimationOptions, 'onComplete' | 'onFrameChange'>;\n\nexport class SpriteAnimator {\n private options: ResolvedSpriteAnimationOptions;\n private currentFrame = 0;\n private isPlaying = false;\n private isLoaded = false;\n private rafId: number | null = null;\n private lastTimestamp = 0;\n private accumulatedTime = 0;\n private image: HTMLImageElement | null = null;\n private target: HTMLElement | HTMLCanvasElement | null = null;\n private listeners = new Set<StateListener>();\n private destroyed = false;\n\n constructor(options: SpriteAnimationOptions) {\n this.options = {\n ...SPRITE_ANIMATION_DEFAULTS,\n ...options,\n };\n this.loadImage();\n }\n\n attach(target: HTMLElement | HTMLCanvasElement): void {\n this.target = target;\n if (this.isLoaded) {\n this.render();\n }\n if (this.options.autoPlay) {\n this.play();\n }\n }\n\n play(): void {\n if (this.destroyed || this.isPlaying) return;\n this.isPlaying = true;\n this.lastTimestamp = 0;\n this.accumulatedTime = 0;\n this.rafId = requestAnimationFrame(this.tick);\n this.notify();\n }\n\n pause(): void {\n if (!this.isPlaying) return;\n this.isPlaying = false;\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n this.notify();\n }\n\n stop(): void {\n this.pause();\n this.currentFrame = 0;\n this.render();\n this.notify();\n }\n\n goToFrame(frame: number): void {\n const total = this.getTotalFrames();\n this.currentFrame = Math.max(0, Math.min(frame, total - 1));\n this.render();\n this.options.onFrameChange?.(this.currentFrame);\n this.notify();\n }\n\n getState(): SpriteAnimationState {\n return {\n currentFrame: this.currentFrame,\n totalFrames: this.getTotalFrames(),\n isPlaying: this.isPlaying,\n isLoaded: this.isLoaded,\n };\n }\n\n subscribe(listener: StateListener): () => void {\n this.listeners.add(listener);\n listener(this.getState());\n return () => this.listeners.delete(listener);\n }\n\n updateOptions(partial: Partial<SpriteAnimationOptions>): void {\n const prevSrc = this.options.src;\n const prevFps = this.options.fps;\n this.options = { ...this.options, ...partial };\n\n if (partial.src !== undefined && partial.src !== prevSrc) {\n this.loadImage();\n } else if (this.isLoaded) {\n this.render();\n }\n\n if (partial.fps !== undefined && partial.fps !== prevFps) {\n this.accumulatedTime = 0;\n }\n }\n\n destroy(): void {\n this.destroyed = true;\n this.pause();\n this.listeners.clear();\n if (this.target && this.options.renderer === 'css') {\n resetCssRenderer(this.target);\n }\n this.target = null;\n this.image = null;\n }\n\n private getTotalFrames(): number {\n return getTotalFrames(this.options.rows, this.options.cols);\n }\n\n private loadImage(): void {\n this.isLoaded = false;\n const img = new Image();\n img.crossOrigin = 'anonymous';\n img.onload = () => {\n if (this.destroyed) return;\n this.image = img;\n this.isLoaded = true;\n\n if (!this.options.width || !this.options.height) {\n const frameWidth = img.naturalWidth / this.options.cols;\n const frameHeight = img.naturalHeight / this.options.rows;\n this.options.width = frameWidth;\n this.options.height = frameHeight;\n }\n\n this.render();\n this.notify();\n\n if (this.options.autoPlay && this.target) {\n this.play();\n }\n };\n img.onerror = () => {\n console.error(`[SpriteAnimator] Failed to load image: ${this.options.src}`);\n };\n img.src = this.options.src;\n }\n\n private tick = (timestamp: number): void => {\n if (!this.isPlaying || this.destroyed) return;\n\n if (this.lastTimestamp === 0) {\n this.lastTimestamp = timestamp;\n }\n\n const delta = timestamp - this.lastTimestamp;\n this.lastTimestamp = timestamp;\n this.accumulatedTime += delta;\n\n const frameDuration = 1000 / this.options.fps;\n while (this.accumulatedTime >= frameDuration) {\n this.accumulatedTime -= frameDuration;\n this.advanceFrame();\n }\n\n this.rafId = requestAnimationFrame(this.tick);\n };\n\n private advanceFrame(): void {\n const total = this.getTotalFrames();\n const next = this.currentFrame + 1;\n\n if (next >= total) {\n if (this.options.loop) {\n this.currentFrame = 0;\n } else {\n this.currentFrame = total - 1;\n this.pause();\n this.options.onComplete?.();\n }\n } else {\n this.currentFrame = next;\n }\n\n this.render();\n this.options.onFrameChange?.(this.currentFrame);\n this.notify();\n }\n\n private render(): void {\n if (!this.target || !this.isLoaded) return;\n\n 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@@ -0,0 +1,84 @@
1
+ type RendererMode = 'css' | 'canvas';
2
+ interface SpriteAnimationOptions {
3
+ /** Sprite sheet image URL (PNG, WebP, etc.) */
4
+ src: string;
5
+ /** Number of rows in the sprite sheet */
6
+ rows: number;
7
+ /** Number of columns in the sprite sheet */
8
+ cols: number;
9
+ /** Frames per second (default: 12) */
10
+ fps?: number;
11
+ /** Whether to loop the animation (default: true) */
12
+ loop?: boolean;
13
+ /** Display width in pixels */
14
+ width?: number;
15
+ /** Display height in pixels */
16
+ height?: number;
17
+ /** Start playing automatically (default: true) */
18
+ autoPlay?: boolean;
19
+ /** Rendering mode: CSS background-position or Canvas (default: 'css') */
20
+ renderer?: RendererMode;
21
+ /** Called when a non-looping animation completes */
22
+ onComplete?: () => void;
23
+ /** Called on each frame change */
24
+ onFrameChange?: (frame: number) => void;
25
+ }
26
+ interface SpriteAnimationState {
27
+ currentFrame: number;
28
+ totalFrames: number;
29
+ isPlaying: boolean;
30
+ isLoaded: boolean;
31
+ }
32
+ interface FramePosition {
33
+ row: number;
34
+ col: number;
35
+ }
36
+
37
+ declare const SPRITE_ANIMATION_DEFAULTS: {
38
+ readonly fps: 12;
39
+ readonly loop: true;
40
+ readonly width: 128;
41
+ readonly height: 128;
42
+ readonly autoPlay: true;
43
+ readonly renderer: RendererMode;
44
+ };
45
+
46
+ type StateListener = (state: SpriteAnimationState) => void;
47
+ declare class SpriteAnimator {
48
+ private options;
49
+ private currentFrame;
50
+ private isPlaying;
51
+ private isLoaded;
52
+ private rafId;
53
+ private lastTimestamp;
54
+ private accumulatedTime;
55
+ private image;
56
+ private target;
57
+ private listeners;
58
+ private destroyed;
59
+ constructor(options: SpriteAnimationOptions);
60
+ attach(target: HTMLElement | HTMLCanvasElement): void;
61
+ play(): void;
62
+ pause(): void;
63
+ stop(): void;
64
+ goToFrame(frame: number): void;
65
+ getState(): SpriteAnimationState;
66
+ subscribe(listener: StateListener): () => void;
67
+ updateOptions(partial: Partial<SpriteAnimationOptions>): void;
68
+ destroy(): void;
69
+ private getTotalFrames;
70
+ private loadImage;
71
+ private tick;
72
+ private advanceFrame;
73
+ private render;
74
+ private notify;
75
+ }
76
+
77
+ declare function getTotalFrames(rows: number, cols: number): number;
78
+ declare function getFramePosition(frameIndex: number, cols: number): FramePosition;
79
+ declare function getBackgroundPositionPercent(frameIndex: number, rows: number, cols: number): {
80
+ x: number;
81
+ y: number;
82
+ };
83
+
84
+ export { type FramePosition, type RendererMode, SPRITE_ANIMATION_DEFAULTS, type SpriteAnimationOptions, type SpriteAnimationState, SpriteAnimator, getBackgroundPositionPercent, getFramePosition, getTotalFrames };
@@ -0,0 +1,84 @@
1
+ type RendererMode = 'css' | 'canvas';
2
+ interface SpriteAnimationOptions {
3
+ /** Sprite sheet image URL (PNG, WebP, etc.) */
4
+ src: string;
5
+ /** Number of rows in the sprite sheet */
6
+ rows: number;
7
+ /** Number of columns in the sprite sheet */
8
+ cols: number;
9
+ /** Frames per second (default: 12) */
10
+ fps?: number;
11
+ /** Whether to loop the animation (default: true) */
12
+ loop?: boolean;
13
+ /** Display width in pixels */
14
+ width?: number;
15
+ /** Display height in pixels */
16
+ height?: number;
17
+ /** Start playing automatically (default: true) */
18
+ autoPlay?: boolean;
19
+ /** Rendering mode: CSS background-position or Canvas (default: 'css') */
20
+ renderer?: RendererMode;
21
+ /** Called when a non-looping animation completes */
22
+ onComplete?: () => void;
23
+ /** Called on each frame change */
24
+ onFrameChange?: (frame: number) => void;
25
+ }
26
+ interface SpriteAnimationState {
27
+ currentFrame: number;
28
+ totalFrames: number;
29
+ isPlaying: boolean;
30
+ isLoaded: boolean;
31
+ }
32
+ interface FramePosition {
33
+ row: number;
34
+ col: number;
35
+ }
36
+
37
+ declare const SPRITE_ANIMATION_DEFAULTS: {
38
+ readonly fps: 12;
39
+ readonly loop: true;
40
+ readonly width: 128;
41
+ readonly height: 128;
42
+ readonly autoPlay: true;
43
+ readonly renderer: RendererMode;
44
+ };
45
+
46
+ type StateListener = (state: SpriteAnimationState) => void;
47
+ declare class SpriteAnimator {
48
+ private options;
49
+ private currentFrame;
50
+ private isPlaying;
51
+ private isLoaded;
52
+ private rafId;
53
+ private lastTimestamp;
54
+ private accumulatedTime;
55
+ private image;
56
+ private target;
57
+ private listeners;
58
+ private destroyed;
59
+ constructor(options: SpriteAnimationOptions);
60
+ attach(target: HTMLElement | HTMLCanvasElement): void;
61
+ play(): void;
62
+ pause(): void;
63
+ stop(): void;
64
+ goToFrame(frame: number): void;
65
+ getState(): SpriteAnimationState;
66
+ subscribe(listener: StateListener): () => void;
67
+ updateOptions(partial: Partial<SpriteAnimationOptions>): void;
68
+ destroy(): void;
69
+ private getTotalFrames;
70
+ private loadImage;
71
+ private tick;
72
+ private advanceFrame;
73
+ private render;
74
+ private notify;
75
+ }
76
+
77
+ declare function getTotalFrames(rows: number, cols: number): number;
78
+ declare function getFramePosition(frameIndex: number, cols: number): FramePosition;
79
+ declare function getBackgroundPositionPercent(frameIndex: number, rows: number, cols: number): {
80
+ x: number;
81
+ y: number;
82
+ };
83
+
84
+ export { type FramePosition, type RendererMode, SPRITE_ANIMATION_DEFAULTS, type SpriteAnimationOptions, type SpriteAnimationState, SpriteAnimator, getBackgroundPositionPercent, getFramePosition, getTotalFrames };