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@kineglyph/anime

v0.3.1

Published

Scoped Anime.js v4 runtime for Kineglyph scenes.

Readme

@kineglyph/anime

The motion runtime for Kineglyph. A Kineglyph scene already carries its own timeline; this package is what plays it, using Anime.js v4 scoped so that a figure's animations start, seek, and stop with the figure rather than with the page.

npm install @kineglyph/anime
import { createAnimationProgram, KineglyphSceneAnimator } from "@kineglyph/anime";

const animator = new KineglyphSceneAnimator(rootSvgElement, resolvedScene);
animator.play();
animator.seek(0.5); // halfway, deterministically — the same frame every time
animator.dispose(); // tears the Anime.js scope down with it

Most people never import this directly: @kineglyph/web mounts figures and owns an animator for each one. Reach for it when you are building your own mount — a canvas editor, a slide deck, a test harness that needs to step a scene frame by frame.

What is in here

  • KineglyphSceneAnimator — binds a resolved scene to a live SVG subtree.
  • createAnimationProgram — compiles a scene's timeline into an ordered list of cues without touching the DOM, which is what makes a frame assertable in a unit test.
  • cueStatesAt(program, t) — the state of every cue at a point in the timeline.

Scoping matters more than it sounds. Anime.js keeps a global registry; a figure that unmounts without disposing its scope leaves timers running against detached nodes. Every entry point here returns something with a dispose().

Licence

MIT — see LICENSE.