mason-sprite 0.1.1 → 0.1.2

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.
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/core/constants.ts","../src/core/utils.ts","../src/core/canvas-renderer.ts","../src/core/css-renderer.ts","../src/core/sprite-animator.ts"],"sourcesContent":["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 const { src, rows, cols, width, height, renderer } = this.options;\n\n if (renderer === 'canvas' && this.target instanceof HTMLCanvasElement && this.image) {\n drawCanvasFrame(this.target, this.image, this.currentFrame, rows, cols, width, height);\n } else if (renderer === 'css' && this.target instanceof HTMLElement) {\n applyCssFrame(this.target, src, this.currentFrame, rows, cols, width, height);\n }\n }\n\n private notify(): void {\n const state = this.getState();\n this.listeners.forEach((listener) => listener(state));\n 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+ {"version":3,"sources":["../src/core/constants.ts","../src/core/utils.ts","../src/core/canvas-renderer.ts","../src/core/css-renderer.ts","../src/core/sprite-animator.ts"],"sourcesContent":["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, SpriteSize } from './types.js';\n\n/** Converts a SpriteSize to a CSS length string. Numbers become `px`; strings pass through. */\nexport function toCssLength(size: SpriteSize): string {\n return typeof size === 'number' ? `${size}px` : size;\n}\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): void {\n const ctx = canvas.getContext('2d');\n if (!ctx) return;\n\n const displayWidth = canvas.clientWidth;\n const displayHeight = canvas.clientHeight;\n if (displayWidth === 0 || displayHeight === 0) return;\n\n const dpr = window.devicePixelRatio || 1;\n const pixelWidth = Math.round(displayWidth * dpr);\n const pixelHeight = Math.round(displayHeight * dpr);\n\n if (canvas.width !== pixelWidth || canvas.height !== pixelHeight) {\n canvas.width = pixelWidth;\n canvas.height = pixelHeight;\n }\n\n const frameWidth = image.naturalWidth / cols;\n const frameHeight = image.naturalHeight / rows;\n const { row, col } = getFramePosition(frameIndex, cols);\n\n ctx.setTransform(dpr, 0, 0, dpr, 0, 0);\n ctx.clearRect(0, 0, displayWidth, displayHeight);\n ctx.drawImage(\n image,\n col * frameWidth,\n row * frameHeight,\n frameWidth,\n frameHeight,\n 0,\n 0,\n displayWidth,\n displayHeight,\n );\n}\n","import type { SpriteSize } from './types.js';\nimport { getBackgroundPositionPercent, toCssLength } 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: SpriteSize,\n height: SpriteSize,\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 = toCssLength(width);\n target.style.height = toCssLength(height);\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, toCssLength } 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 private resizeObserver: ResizeObserver | null = null;\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 this.applyCanvasDisplaySize();\n this.setupResizeObserver();\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, 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undefined) {\n this.applyCanvasDisplaySize();\n }\n\n if (partial.renderer !== undefined && partial.renderer !== prevRenderer) {\n this.setupResizeObserver();\n }\n }\n\n destroy(): void {\n this.destroyed = true;\n this.pause();\n this.resizeObserver?.disconnect();\n this.resizeObserver = null;\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 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@@ -25,9 +25,6 @@ __export(react_exports, {
25
25
  });
26
26
  module.exports = __toCommonJS(react_exports);
27
27
 
28
- // src/react/Sprite.tsx
29
- var import_react2 = require("react");
30
-
31
28
  // src/core/constants.ts
32
29
  var SPRITE_ANIMATION_DEFAULTS = {
33
30
  fps: 12,
@@ -39,6 +36,9 @@ var SPRITE_ANIMATION_DEFAULTS = {
39
36
  };
40
37
 
41
38
  // src/core/utils.ts
39
+ function toCssLength(size) {
40
+ return typeof size === "number" ? `${size}px` : size;
41
+ }
42
42
  function getTotalFrames(rows, cols) {
43
43
  return rows * cols;
44
44
  }
@@ -56,15 +56,24 @@ function getBackgroundPositionPercent(frameIndex, rows, cols) {
56
56
  }
57
57
 
58
58
  // src/core/canvas-renderer.ts
59
- function drawCanvasFrame(canvas, image, frameIndex, rows, cols, width, height) {
59
+ function drawCanvasFrame(canvas, image, frameIndex, rows, cols) {
60
60
  const ctx = canvas.getContext("2d");
61
61
  if (!ctx) return;
62
+ const displayWidth = canvas.clientWidth;
63
+ const displayHeight = canvas.clientHeight;
64
+ if (displayWidth === 0 || displayHeight === 0) return;
65
+ const dpr = window.devicePixelRatio || 1;
66
+ const pixelWidth = Math.round(displayWidth * dpr);
67
+ const pixelHeight = Math.round(displayHeight * dpr);
68
+ if (canvas.width !== pixelWidth || canvas.height !== pixelHeight) {
69
+ canvas.width = pixelWidth;
70
+ canvas.height = pixelHeight;
71
+ }
62
72
  const frameWidth = image.naturalWidth / cols;
63
73
  const frameHeight = image.naturalHeight / rows;
64
74
  const { row, col } = getFramePosition(frameIndex, cols);
65
- canvas.width = width;
66
- canvas.height = height;
67
- ctx.clearRect(0, 0, width, height);
75
+ ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
76
+ ctx.clearRect(0, 0, displayWidth, displayHeight);
68
77
  ctx.drawImage(
69
78
  image,
70
79
  col * frameWidth,
@@ -73,8 +82,8 @@ function drawCanvasFrame(canvas, image, frameIndex, rows, cols, width, height) {
73
82
  frameHeight,
74
83
  0,
75
84
  0,
76
- width,
77
- height
85
+ displayWidth,
86
+ displayHeight
78
87
  );
79
88
  }
80
89
 
@@ -85,8 +94,8 @@ function applyCssFrame(target, src, frameIndex, rows, cols, width, height) {
85
94
  target.style.backgroundRepeat = "no-repeat";
86
95
  target.style.backgroundSize = `${cols * 100}% ${rows * 100}%`;
87
96
  target.style.backgroundPosition = `${x}% ${y}%`;
88
- target.style.width = `${width}px`;
89
- target.style.height = `${height}px`;
97
+ target.style.width = toCssLength(width);
98
+ target.style.height = toCssLength(height);
90
99
  target.style.display = "inline-block";
91
100
  }
92
101
  function resetCssRenderer(target) {
@@ -106,6 +115,7 @@ var SpriteAnimator = class {
106
115
  this.target = null;
107
116
  this.listeners = /* @__PURE__ */ new Set();
108
117
  this.destroyed = false;
118
+ this.resizeObserver = null;
109
119
  this.tick = (timestamp) => {
110
120
  if (!this.isPlaying || this.destroyed) return;
111
121
  if (this.lastTimestamp === 0) {
@@ -129,6 +139,8 @@ var SpriteAnimator = class {
129
139
  }
130
140
  attach(target) {
131
141
  this.target = target;
142
+ this.applyCanvasDisplaySize();
143
+ this.setupResizeObserver();
132
144
  if (this.isLoaded) {
133
145
  this.render();
134
146
  }
@@ -182,6 +194,7 @@ var SpriteAnimator = class {
182
194
  updateOptions(partial) {
183
195
  const prevSrc = this.options.src;
184
196
  const prevFps = this.options.fps;
197
+ const prevRenderer = this.options.renderer;
185
198
  this.options = { ...this.options, ...partial };
186
199
  if (partial.src !== void 0 && partial.src !== prevSrc) {
187
200
  this.loadImage();
@@ -191,10 +204,18 @@ var SpriteAnimator = class {
191
204
  if (partial.fps !== void 0 && partial.fps !== prevFps) {
192
205
  this.accumulatedTime = 0;
193
206
  }
207
+ if (partial.width !== void 0 || partial.height !== void 0) {
208
+ this.applyCanvasDisplaySize();
209
+ }
210
+ if (partial.renderer !== void 0 && partial.renderer !== prevRenderer) {
211
+ this.setupResizeObserver();
212
+ }
194
213
  }
195
214
  destroy() {
196
215
  this.destroyed = true;
197
216
  this.pause();
217
+ this.resizeObserver?.disconnect();
218
+ this.resizeObserver = null;
198
219
  this.listeners.clear();
199
220
  if (this.target && this.options.renderer === "css") {
200
221
  resetCssRenderer(this.target);
@@ -252,7 +273,7 @@ var SpriteAnimator = class {
252
273
  if (!this.target || !this.isLoaded) return;
253
274
  const { src, rows, cols, width, height, renderer } = this.options;
254
275
  if (renderer === "canvas" && this.target instanceof HTMLCanvasElement && this.image) {
255
- drawCanvasFrame(this.target, this.image, this.currentFrame, rows, cols, width, height);
276
+ drawCanvasFrame(this.target, this.image, this.currentFrame, rows, cols);
256
277
  } else if (renderer === "css" && this.target instanceof HTMLElement) {
257
278
  applyCssFrame(this.target, src, this.currentFrame, rows, cols, width, height);
258
279
  }
@@ -261,8 +282,31 @@ var SpriteAnimator = class {
261
282
  const state = this.getState();
262
283
  this.listeners.forEach((listener) => listener(state));
263
284
  }
285
+ applyCanvasDisplaySize() {
286
+ if (this.options.renderer !== "canvas" || !(this.target instanceof HTMLCanvasElement)) {
287
+ return;
288
+ }
289
+ this.target.style.width = toCssLength(this.options.width);
290
+ this.target.style.height = toCssLength(this.options.height);
291
+ }
292
+ setupResizeObserver() {
293
+ this.resizeObserver?.disconnect();
294
+ this.resizeObserver = null;
295
+ if (this.options.renderer !== "canvas" || !(this.target instanceof HTMLCanvasElement) || typeof ResizeObserver === "undefined") {
296
+ return;
297
+ }
298
+ this.resizeObserver = new ResizeObserver(() => {
299
+ if (this.isLoaded) {
300
+ this.render();
301
+ }
302
+ });
303
+ this.resizeObserver.observe(this.target);
304
+ }
264
305
  };
265
306
 
307
+ // src/react/Sprite.tsx
308
+ var import_react2 = require("react");
309
+
266
310
  // src/react/useSprite.ts
267
311
  var import_react = require("react");
268
312
  function useSprite(options) {
@@ -316,21 +360,29 @@ function useSprite(options) {
316
360
 
317
361
  // src/react/Sprite.tsx
318
362
  var import_jsx_runtime = require("react/jsx-runtime");
319
- var Sprite = (0, import_react2.forwardRef)(function Sprite2({ className, style, ...options }, ref) {
320
- const { ref: targetRef, play, pause, stop, goToFrame } = useSprite(options);
363
+ var Sprite = (0, import_react2.forwardRef)(function Sprite2({ className, style, width, height, ...options }, ref) {
364
+ const { ref: targetRef, play, pause, stop, goToFrame } = useSprite({
365
+ width,
366
+ height,
367
+ ...options
368
+ });
321
369
  (0, import_react2.useImperativeHandle)(ref, () => ({ play, pause, stop, goToFrame }), [
322
370
  play,
323
371
  pause,
324
372
  stop,
325
373
  goToFrame
326
374
  ]);
375
+ const sizeStyle = {
376
+ width: toCssLength(width ?? SPRITE_ANIMATION_DEFAULTS.width),
377
+ height: toCssLength(height ?? SPRITE_ANIMATION_DEFAULTS.height)
378
+ };
327
379
  if (options.renderer === "canvas") {
328
380
  return /* @__PURE__ */ (0, import_jsx_runtime.jsx)(
329
381
  "canvas",
330
382
  {
331
383
  ref: targetRef,
332
384
  className,
333
- style
385
+ style: { ...sizeStyle, ...style }
334
386
  }
335
387
  );
336
388
  }
@@ -339,7 +391,7 @@ var Sprite = (0, import_react2.forwardRef)(function Sprite2({ className, style,
339
391
  {
340
392
  ref: targetRef,
341
393
  className,
342
- style,
394
+ style: { ...sizeStyle, ...style },
343
395
  role: "img",
344
396
  "aria-label": "Sprite animation"
345
397
  }
@@ -1 +1 @@
1
- {"version":3,"sources":["../../src/react/index.ts","../../src/react/Sprite.tsx","../../src/core/constants.ts","../../src/core/utils.ts","../../src/core/canvas-renderer.ts","../../src/core/css-renderer.ts","../../src/core/sprite-animator.ts","../../src/react/useSprite.ts"],"sourcesContent":["export { Sprite } from './Sprite.js';\nexport type { SpriteHandle, SpriteProps } from './Sprite.js';\nexport { useSprite } from './useSprite.js';\nexport type { UseSpriteOptions, UseSpriteReturn } from './useSprite.js';\n","import type { SpriteAnimationOptions } from '../core/types.js';\nimport { forwardRef, useImperativeHandle } from 'react';\nimport { useSprite } from './useSprite.js';\n\nexport interface SpriteProps extends SpriteAnimationOptions {\n className?: string;\n style?: React.CSSProperties;\n}\n\nexport interface SpriteHandle {\n play: () => void;\n pause: () => void;\n stop: () => void;\n goToFrame: (frame: number) => void;\n}\n\nexport const Sprite = forwardRef<SpriteHandle, SpriteProps>(function Sprite(\n { className, style, ...options },\n ref,\n) {\n const { ref: targetRef, play, pause, stop, goToFrame } = useSprite(options);\n\n useImperativeHandle(ref, () => ({ play, pause, stop, goToFrame }), [\n play,\n pause,\n stop,\n goToFrame,\n ]);\n\n if (options.renderer === 'canvas') {\n return (\n <canvas\n ref={targetRef as React.RefObject<HTMLCanvasElement>}\n className={className}\n style={style}\n />\n );\n }\n\n return (\n <div\n ref={targetRef as React.RefObject<HTMLDivElement>}\n className={className}\n style={style}\n role=\"img\"\n aria-label=\"Sprite animation\"\n />\n );\n});\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 const { src, rows, cols, width, height, renderer } = this.options;\n\n if (renderer === 'canvas' && this.target instanceof HTMLCanvasElement && this.image) {\n drawCanvasFrame(this.target, this.image, this.currentFrame, rows, cols, width, height);\n } else if (renderer === 'css' && this.target instanceof HTMLElement) {\n applyCssFrame(this.target, src, this.currentFrame, rows, cols, width, height);\n }\n }\n\n private notify(): void {\n const state = this.getState();\n this.listeners.forEach((listener) => listener(state));\n }\n}\n","import {\n SpriteAnimator,\n type SpriteAnimationOptions,\n type SpriteAnimationState,\n} from '../core/index.js';\nimport { useEffect, useRef, useState } from 'react';\n\nexport interface UseSpriteOptions extends SpriteAnimationOptions {\n /** Skip auto-attach; useful when controlling the target manually */\n enabled?: boolean;\n}\n\nexport interface UseSpriteReturn {\n ref: React.RefObject<HTMLElement | HTMLCanvasElement | null>;\n state: SpriteAnimationState;\n play: () => void;\n pause: () => void;\n stop: () => void;\n goToFrame: (frame: number) => void;\n}\n\nexport function useSprite(options: UseSpriteOptions): UseSpriteReturn {\n const ref = useRef<HTMLElement | HTMLCanvasElement | null>(null);\n const animatorRef = useRef<SpriteAnimator | null>(null);\n const [state, setState] = useState<SpriteAnimationState>({\n currentFrame: 0,\n totalFrames: options.rows * options.cols,\n isPlaying: false,\n isLoaded: false,\n });\n\n const { enabled = true, ...animatorOptions } = options;\n\n useEffect(() => {\n if (!enabled) return;\n\n const animator = new SpriteAnimator(animatorOptions);\n animatorRef.current = animator;\n\n const unsubscribe = animator.subscribe(setState);\n\n queueMicrotask(() => {\n if (ref.current) {\n animator.attach(ref.current);\n }\n });\n\n return () => {\n unsubscribe();\n animator.destroy();\n animatorRef.current = null;\n };\n }, [enabled]);\n\n useEffect(() => {\n animatorRef.current?.updateOptions(animatorOptions);\n }, [\n animatorOptions.src,\n animatorOptions.rows,\n animatorOptions.cols,\n animatorOptions.fps,\n animatorOptions.loop,\n animatorOptions.width,\n animatorOptions.height,\n animatorOptions.autoPlay,\n animatorOptions.renderer,\n ]);\n\n return {\n ref,\n state,\n play: () => animatorRef.current?.play(),\n pause: () => animatorRef.current?.pause(),\n stop: () => animatorRef.current?.stop(),\n goToFrame: (frame) => animatorRef.current?.goToFrame(frame),\n 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SPRITE_ANIMATION_DEFAULTS.height),\n };\n\n if (options.renderer === 'canvas') {\n return (\n <canvas\n ref={targetRef as React.RefObject<HTMLCanvasElement>}\n className={className}\n style={{ ...sizeStyle, ...style }}\n />\n );\n }\n\n return (\n <div\n ref={targetRef as React.RefObject<HTMLDivElement>}\n className={className}\n style={{ ...sizeStyle, ...style }}\n role=\"img\"\n aria-label=\"Sprite animation\"\n />\n );\n});\n","import {\n SpriteAnimator,\n type SpriteAnimationOptions,\n type SpriteAnimationState,\n} from '../core/index.js';\nimport { useEffect, useRef, useState } from 'react';\n\nexport interface UseSpriteOptions extends SpriteAnimationOptions {\n /** Skip auto-attach; useful when controlling the target manually */\n enabled?: boolean;\n}\n\nexport interface UseSpriteReturn {\n ref: React.RefObject<HTMLElement | HTMLCanvasElement | null>;\n state: SpriteAnimationState;\n play: () => void;\n pause: () => void;\n stop: () => void;\n goToFrame: (frame: number) => 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@@ -1,6 +1,8 @@
1
1
  import * as react from 'react';
2
2
 
3
3
  type RendererMode = 'css' | 'canvas';
4
+ /** CSS length (e.g. `128`, `'8rem'`, `'50%'`, `'10vw'`) */
5
+ type SpriteSize = number | string;
4
6
  interface SpriteAnimationOptions {
5
7
  /** Sprite sheet image URL (PNG, WebP, etc.) */
6
8
  src: string;
@@ -12,10 +14,10 @@ interface SpriteAnimationOptions {
12
14
  fps?: number;
13
15
  /** Whether to loop the animation (default: true) */
14
16
  loop?: boolean;
15
- /** Display width in pixels */
16
- width?: number;
17
- /** Display height in pixels */
18
- height?: number;
17
+ /** Display width number (px) or any CSS length (`rem`, `em`, `%`, `vw`, etc.) */
18
+ width?: SpriteSize;
19
+ /** Display height number (px) or any CSS length (`rem`, `em`, `%`, `vw`, etc.) */
20
+ height?: SpriteSize;
19
21
  /** Start playing automatically (default: true) */
20
22
  autoPlay?: boolean;
21
23
  /** Rendering mode: CSS background-position or Canvas (default: 'css') */
@@ -1,6 +1,8 @@
1
1
  import * as react from 'react';
2
2
 
3
3
  type RendererMode = 'css' | 'canvas';
4
+ /** CSS length (e.g. `128`, `'8rem'`, `'50%'`, `'10vw'`) */
5
+ type SpriteSize = number | string;
4
6
  interface SpriteAnimationOptions {
5
7
  /** Sprite sheet image URL (PNG, WebP, etc.) */
6
8
  src: string;
@@ -12,10 +14,10 @@ interface SpriteAnimationOptions {
12
14
  fps?: number;
13
15
  /** Whether to loop the animation (default: true) */
14
16
  loop?: boolean;
15
- /** Display width in pixels */
16
- width?: number;
17
- /** Display height in pixels */
18
- height?: number;
17
+ /** Display width number (px) or any CSS length (`rem`, `em`, `%`, `vw`, etc.) */
18
+ width?: SpriteSize;
19
+ /** Display height number (px) or any CSS length (`rem`, `em`, `%`, `vw`, etc.) */
20
+ height?: SpriteSize;
19
21
  /** Start playing automatically (default: true) */
20
22
  autoPlay?: boolean;
21
23
  /** Rendering mode: CSS background-position or Canvas (default: 'css') */
@@ -1,6 +1,3 @@
1
- // src/react/Sprite.tsx
2
- import { forwardRef, useImperativeHandle } from "react";
3
-
4
1
  // src/core/constants.ts
5
2
  var SPRITE_ANIMATION_DEFAULTS = {
6
3
  fps: 12,
@@ -12,6 +9,9 @@ var SPRITE_ANIMATION_DEFAULTS = {
12
9
  };
13
10
 
14
11
  // src/core/utils.ts
12
+ function toCssLength(size) {
13
+ return typeof size === "number" ? `${size}px` : size;
14
+ }
15
15
  function getTotalFrames(rows, cols) {
16
16
  return rows * cols;
17
17
  }
@@ -29,15 +29,24 @@ function getBackgroundPositionPercent(frameIndex, rows, cols) {
29
29
  }
30
30
 
31
31
  // src/core/canvas-renderer.ts
32
- function drawCanvasFrame(canvas, image, frameIndex, rows, cols, width, height) {
32
+ function drawCanvasFrame(canvas, image, frameIndex, rows, cols) {
33
33
  const ctx = canvas.getContext("2d");
34
34
  if (!ctx) return;
35
+ const displayWidth = canvas.clientWidth;
36
+ const displayHeight = canvas.clientHeight;
37
+ if (displayWidth === 0 || displayHeight === 0) return;
38
+ const dpr = window.devicePixelRatio || 1;
39
+ const pixelWidth = Math.round(displayWidth * dpr);
40
+ const pixelHeight = Math.round(displayHeight * dpr);
41
+ if (canvas.width !== pixelWidth || canvas.height !== pixelHeight) {
42
+ canvas.width = pixelWidth;
43
+ canvas.height = pixelHeight;
44
+ }
35
45
  const frameWidth = image.naturalWidth / cols;
36
46
  const frameHeight = image.naturalHeight / rows;
37
47
  const { row, col } = getFramePosition(frameIndex, cols);
38
- canvas.width = width;
39
- canvas.height = height;
40
- ctx.clearRect(0, 0, width, height);
48
+ ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
49
+ ctx.clearRect(0, 0, displayWidth, displayHeight);
41
50
  ctx.drawImage(
42
51
  image,
43
52
  col * frameWidth,
@@ -46,8 +55,8 @@ function drawCanvasFrame(canvas, image, frameIndex, rows, cols, width, height) {
46
55
  frameHeight,
47
56
  0,
48
57
  0,
49
- width,
50
- height
58
+ displayWidth,
59
+ displayHeight
51
60
  );
52
61
  }
53
62
 
@@ -58,8 +67,8 @@ function applyCssFrame(target, src, frameIndex, rows, cols, width, height) {
58
67
  target.style.backgroundRepeat = "no-repeat";
59
68
  target.style.backgroundSize = `${cols * 100}% ${rows * 100}%`;
60
69
  target.style.backgroundPosition = `${x}% ${y}%`;
61
- target.style.width = `${width}px`;
62
- target.style.height = `${height}px`;
70
+ target.style.width = toCssLength(width);
71
+ target.style.height = toCssLength(height);
63
72
  target.style.display = "inline-block";
64
73
  }
65
74
  function resetCssRenderer(target) {
@@ -79,6 +88,7 @@ var SpriteAnimator = class {
79
88
  this.target = null;
80
89
  this.listeners = /* @__PURE__ */ new Set();
81
90
  this.destroyed = false;
91
+ this.resizeObserver = null;
82
92
  this.tick = (timestamp) => {
83
93
  if (!this.isPlaying || this.destroyed) return;
84
94
  if (this.lastTimestamp === 0) {
@@ -102,6 +112,8 @@ var SpriteAnimator = class {
102
112
  }
103
113
  attach(target) {
104
114
  this.target = target;
115
+ this.applyCanvasDisplaySize();
116
+ this.setupResizeObserver();
105
117
  if (this.isLoaded) {
106
118
  this.render();
107
119
  }
@@ -155,6 +167,7 @@ var SpriteAnimator = class {
155
167
  updateOptions(partial) {
156
168
  const prevSrc = this.options.src;
157
169
  const prevFps = this.options.fps;
170
+ const prevRenderer = this.options.renderer;
158
171
  this.options = { ...this.options, ...partial };
159
172
  if (partial.src !== void 0 && partial.src !== prevSrc) {
160
173
  this.loadImage();
@@ -164,10 +177,18 @@ var SpriteAnimator = class {
164
177
  if (partial.fps !== void 0 && partial.fps !== prevFps) {
165
178
  this.accumulatedTime = 0;
166
179
  }
180
+ if (partial.width !== void 0 || partial.height !== void 0) {
181
+ this.applyCanvasDisplaySize();
182
+ }
183
+ if (partial.renderer !== void 0 && partial.renderer !== prevRenderer) {
184
+ this.setupResizeObserver();
185
+ }
167
186
  }
168
187
  destroy() {
169
188
  this.destroyed = true;
170
189
  this.pause();
190
+ this.resizeObserver?.disconnect();
191
+ this.resizeObserver = null;
171
192
  this.listeners.clear();
172
193
  if (this.target && this.options.renderer === "css") {
173
194
  resetCssRenderer(this.target);
@@ -225,7 +246,7 @@ var SpriteAnimator = class {
225
246
  if (!this.target || !this.isLoaded) return;
226
247
  const { src, rows, cols, width, height, renderer } = this.options;
227
248
  if (renderer === "canvas" && this.target instanceof HTMLCanvasElement && this.image) {
228
- drawCanvasFrame(this.target, this.image, this.currentFrame, rows, cols, width, height);
249
+ drawCanvasFrame(this.target, this.image, this.currentFrame, rows, cols);
229
250
  } else if (renderer === "css" && this.target instanceof HTMLElement) {
230
251
  applyCssFrame(this.target, src, this.currentFrame, rows, cols, width, height);
231
252
  }
@@ -234,8 +255,31 @@ var SpriteAnimator = class {
234
255
  const state = this.getState();
235
256
  this.listeners.forEach((listener) => listener(state));
236
257
  }
258
+ applyCanvasDisplaySize() {
259
+ if (this.options.renderer !== "canvas" || !(this.target instanceof HTMLCanvasElement)) {
260
+ return;
261
+ }
262
+ this.target.style.width = toCssLength(this.options.width);
263
+ this.target.style.height = toCssLength(this.options.height);
264
+ }
265
+ setupResizeObserver() {
266
+ this.resizeObserver?.disconnect();
267
+ this.resizeObserver = null;
268
+ if (this.options.renderer !== "canvas" || !(this.target instanceof HTMLCanvasElement) || typeof ResizeObserver === "undefined") {
269
+ return;
270
+ }
271
+ this.resizeObserver = new ResizeObserver(() => {
272
+ if (this.isLoaded) {
273
+ this.render();
274
+ }
275
+ });
276
+ this.resizeObserver.observe(this.target);
277
+ }
237
278
  };
238
279
 
280
+ // src/react/Sprite.tsx
281
+ import { forwardRef, useImperativeHandle } from "react";
282
+
239
283
  // src/react/useSprite.ts
240
284
  import { useEffect, useRef, useState } from "react";
241
285
  function useSprite(options) {
@@ -289,21 +333,29 @@ function useSprite(options) {
289
333
 
290
334
  // src/react/Sprite.tsx
291
335
  import { jsx } from "react/jsx-runtime";
292
- var Sprite = forwardRef(function Sprite2({ className, style, ...options }, ref) {
293
- const { ref: targetRef, play, pause, stop, goToFrame } = useSprite(options);
336
+ var Sprite = forwardRef(function Sprite2({ className, style, width, height, ...options }, ref) {
337
+ const { ref: targetRef, play, pause, stop, goToFrame } = useSprite({
338
+ width,
339
+ height,
340
+ ...options
341
+ });
294
342
  useImperativeHandle(ref, () => ({ play, pause, stop, goToFrame }), [
295
343
  play,
296
344
  pause,
297
345
  stop,
298
346
  goToFrame
299
347
  ]);
348
+ const sizeStyle = {
349
+ width: toCssLength(width ?? SPRITE_ANIMATION_DEFAULTS.width),
350
+ height: toCssLength(height ?? SPRITE_ANIMATION_DEFAULTS.height)
351
+ };
300
352
  if (options.renderer === "canvas") {
301
353
  return /* @__PURE__ */ jsx(
302
354
  "canvas",
303
355
  {
304
356
  ref: targetRef,
305
357
  className,
306
- style
358
+ style: { ...sizeStyle, ...style }
307
359
  }
308
360
  );
309
361
  }
@@ -312,7 +364,7 @@ var Sprite = forwardRef(function Sprite2({ className, style, ...options }, ref)
312
364
  {
313
365
  ref: targetRef,
314
366
  className,
315
- style,
367
+ style: { ...sizeStyle, ...style },
316
368
  role: "img",
317
369
  "aria-label": "Sprite animation"
318
370
  }