npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2026 – Pkg Stats / Ryan Hefner

@magic-spells/physics-engine

v2.0.0

Published

Frame-rate independent spring physics engine for smooth, natural animations

Readme

@magic-spells/physics-engine

Spring physics engine for smooth, natural animations. Drives a numeric value from start to end using a spring-damper model, emitting position and progress on every frame.

🔍 Live Demo - See it in action!

Uses

  • @magic-spells/event-emitter — the on/off/emit/removeAllListeners base class this engine extends. The only dependency, installed automatically with this package.

The ESM build lists it as a dependency rather than bundling it, so a project that also pulls in other @magic-spells packages resolves a single shared copy instead of one per package. The UMD build bundles it, since a script tag has no npm to dedupe with — that inlined copy is the whole 0.09 kB difference between the two size numbers below.

Size & scope

1.35 kB gzipped (ESM core — event-emitter installs alongside via npm) · 1.44 kB gzipped (UMD core, script-tag ready, self-contained). Ships TypeScript definitions.

This is a 1D interpolator, not a rigid-body or collision engine. It gives you one numeric value and a progress ratio per frame, frame-rate independent, and leaves it to you to map those onto whatever you're animating. You do not get collisions, multi-body simulation, or a scrubbing playhead.

Install

npm install @magic-spells/physics-engine
import PhysicsEngine from '@magic-spells/physics-engine';
<!-- CDN (UMD) — exposes window.PhysicsEngine, self-contained -->
<script src="https://unpkg.com/@magic-spells/physics-engine/dist/physics-engine.min.js"></script>

Usage

const spring = new PhysicsEngine({ attraction: 0.026, friction: 0.28 });

spring.on('change', ({ position, progress }) => {
  element.style.transform = `translateX(${position}px)`;
});

await spring.animateTo(0, 400);

Chained animations with initial velocity:

const spring = new PhysicsEngine({ attraction: 0.02, friction: 0.14 });

spring.on('change', ({ position, progress }) => {
  element.style.opacity = progress;
  element.style.transform = `translateY(${position}px)`;
});

// Animate forward, then back with carry-over velocity
await spring.animateTo(0, 300, 100);
await spring.animateTo(300, 0, -50);

API reference

new PhysicsEngine({ attraction?, friction? })

Create a spring engine.

  • attraction number — Spring stiffness. Default 0.026. Must be in range (0, 1) exclusive.
  • friction number — Velocity damping. Default 0.28. Must be in range (0, 1) exclusive.

Throws if either value is outside the valid range.

animateTo(startValue, endValue, velocity?) -> Promise

Animate from startValue to endValue. Returns a Promise that resolves when the spring settles or stop() is called.

  • startValue number — Starting position.
  • endValue number — Target position.
  • velocity number — Initial velocity. Default 0.

If called while already animating, the previous animation is silently stopped and its Promise resolves.

stop()

Halts the current animation. Emits a stop event and resolves the pending Promise.

getVelocity()

Returns the current velocity, in units per 16.66ms frame — the same units animateTo() accepts, so it can be handed straight back in to retarget an animation without losing momentum.

let current = 0;
spring.on('change', ({ position }) => { current = position; });

// Redirect mid-flight without losing momentum
spring.animateTo(current, newTarget, spring.getVelocity());

setAttraction(n)

Update attraction while running or idle. Throws if n is not in (0, 1).

setFriction(n)

Update friction while running or idle. Throws if n is not in (0, 1).

isAnimating

Boolean property. true while an animation is in progress.

Events

| Event | Payload | When | |-------|---------|------| | change | { position, progress } | Every animation frame | | complete | { position, progress } | Spring has settled at the target | | stop | { position } | stop() was called |

Register and remove listeners with on, off, and removeAllListeners:

function onChange({ position, progress }) { /* ... */ }

spring.on('change', onChange);
spring.off('change', onChange);
spring.removeAllListeners('change'); // remove all for one event
spring.removeAllListeners();         // remove all listeners

All three methods return the instance for chaining.

How it works

The engine solves the damped harmonic oscillator analytically and evaluates it at the elapsed time on every frame. attraction is the spring constant and friction is the per-frame velocity decay; together they give a natural frequency of √attraction and a damping ratio of −ln(1 − friction) / (2√attraction), so all three regimes — underdamped, critically damped and overdamped — are covered. The animation settles when both position and velocity are within 0.01 of the target.

Because position is a function of elapsed time rather than an accumulation of per-frame steps, the trajectory does not depend on how the frames land. A 30Hz display, a 144Hz display and a page that drops a frame all follow the same path; refresh rate only decides how often that path is sampled.

Time is measured in 16.66ms units, which is what makes attraction, friction and the velocity animateTo() accepts frame-relative quantities rather than per-second ones.

Changelog

Breaking in 2.0.0. The package is now ESM-only — the require condition has been removed, so CommonJS consumers must either move to import or load the UMD build directly. EventEmitter is no longer vendored into the source; it is now a dependency on @magic-spells/event-emitter, which npm installs automatically. Also in this release: the analytic solver described below, TypeScript definitions, and a Vite 8 two-pass build.

Frame-rate independence (2.0.0). Earlier versions integrated the spring one frame at a time and scaled each step by the frame delta. That made the motion depend on refresh rate — overshoot measured about 3% lower at 30Hz than at 144Hz — and a single dropped frame stretched the animation, because deltas were clamped at 64ms and the excess was discarded. Curves are very slightly springier now: the old integrator consistently undershot the true solution.

License

MIT