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skills/managing-animations/SKILL.md
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skills/managing-animations/SKILL.md
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name: managing-animations
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description: Creates and manages CSS and JavaScript animations (keyframes, transitions, sprite animations, canvas animations). Use when adding visual animations or user feedback
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allowed-tools: Read, Write, Grep, Glob, Bash
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---
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# Système d'Animation
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Crée animations fluides (CSS, JS, sprites, particules) pour feedback utilisateur et jeux.
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## Table des matières
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- [Quand utiliser](#quand-utiliser)
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- [Types d'animations](#types-danimations)
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- [Patterns essentiels](#patterns-essentiels)
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- [Optimisations](#optimisations)
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- [Workflow](#workflow)
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- [Checklist](#checklist)
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- [En cas de doute](#en-cas-de-doute)
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## Quand utiliser
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- Feedback visuel (boutons, transitions)
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- Animations sprites (jeux arcade)
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- Transitions slides
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- Effets visuels (particules, explosions)
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- Micro-interactions UI
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- Animations canvas jeux
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## Types d'animations
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**CSS Transitions :**
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- Hover, focus, state changes
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- Propriétés : transform, opacity (GPU), color, box-shadow
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- Easing : ease-out (UI), ease-in-out (transitions), linear (rotations)
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**CSS Keyframes :**
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- Pulse, shake, bounce, rotate, fade
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- Animations répétables sans événement
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- Trouve keyframes existantes dans CSS
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**JavaScript (requestAnimationFrame) :**
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- Animations complexes programmées
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- `performance.now()` → progress (0-1) → easing → interpolate
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- Batch multiple animations dans un RAF
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**Sprite Animations (Canvas) :**
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- Frame-based (FPS adaptatif)
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- Sprite sheets, frame index qui boucle
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- Directional sprites, callbacks (onLoop, onComplete)
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**Particle Systems :**
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- Effets visuels (explosions, étincelles)
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- Particle class (position, velocity, life, color)
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- Max 100 simultanées, object pooling, cleanup
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Examine animationen existantes dans le code.
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## Patterns essentiels
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- **Feedback :** Correct (vert, pulse), Wrong (rouge, shake), Coins (trajectoires)
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- **Transitions slides :** TranslateX, fade, cleanup, historique
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- **Accessibility :** Respecter `prefers-reduced-motion`, fallback simple
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- **Easing :** Linear, Quad, Cubic, Elastic, Bounce (trouve dans utils)
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## Optimisations
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**GPU Acceleration :**
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- Utiliser transform + opacity (pas left/top)
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- will-change: transform, opacity (retirer après)
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**Performance :**
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- Batch RAF multiple animations
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- Particules < 100 simultanées, cleanup chaque frame
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- 60 FPS obligatoire (profile DevTools)
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## Workflow
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1. **Choisir type :** CSS transition (simple), CSS keyframes (feedback), RAF (complexe), Sprite (jeu), Particles (effets)
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2. **Examiner existant :** Patterns, conventions, optimisations
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3. **Implémenter :** Suivre mêmes patterns, cleanup, 60 FPS
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4. **Tester :** Fluide, prefers-reduced-motion OK, mobile OK
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## Checklist
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- [ ] CSS pour animations simples
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- [ ] RAF pour animations complexes
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- [ ] transform + opacity (GPU)
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- [ ] prefers-reduced-motion respecté
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- [ ] Particules < 100, cleanup
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- [ ] Easing appropriée
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- [ ] 60 FPS maintenu
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- [ ] Testé mobile
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## En cas de doute
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**Règles absolues :**
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1. Examiner animations similaires dans code
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2. Prioriser CSS (simplicité + perf)
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3. JavaScript uniquement si nécessaire
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4. Profile DevTools (60 FPS OBLIGATOIRE)
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5. Toujours respecter prefers-reduced-motion
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**Références :**
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- CSS keyframes/transitions existantes
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- Feedback animations (coins, scores)
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- Slides transitions
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- Jeux arcade (sprites, particules)
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- Easing functions utils
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