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Zhongwei Li
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{
"name": "leapmultix-skill-managing-animations",
"description": "Skill managing-animations from LeapMultix",
"version": "1.0.0",
"author": {
"name": "Julien LE SAUX",
"email": "contact@jls42.org"
},
"skills": [
"./skills"
]
}

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README.md Normal file
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# leapmultix-skill-managing-animations
Skill managing-animations from LeapMultix

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