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@doot-games/noteskin

v0.1.0

Published

StepMania arrow geometry, colored by quantization and direction, drawn to canvas or returned as SVG.

Readme

@doot-games/noteskin

The StepMania arrow silhouette and its coloring, drawn to a 2D canvas or returned as an SVG string. One geometry, reused everywhere so arrows look identical across menus, the notefield, and the editor.

Coloring

Notes are tinted by rhythmic quantization, the StepMania convention: 4th red, 8th blue, 12th purple, 16th green, 24th magenta, 32nd orange. Directions are tinted per lane for menu specimens.

API

  • QUANT, DIR color stops keyed by quantization value and by direction.
  • LANE_ROT, LANE_NAMES, LANE_DIRS lane order is Left, Down, Up, Right.
  • colorFor(key) the { t, b } gradient stops for a quant or direction key.
  • shade(hex, percent, alpha) shade a color toward white or black as rgba.
  • drawArrow(ctx, x, y, size, key, rot, opt?) draw a note or receptor. opt: alpha, glow, receptor.
  • drawTrail(ctx, x, topY, botY, key, width) draw a hold body with chevrons.
  • arrowSVG(dir, key?) inline SVG string for specimens.

Path2D is browser only, so the canvas paths build lazily. The module imports cleanly in Node, which keeps the SVG helpers and constants testable and lets the bundler read the file without a DOM.