Waiting for the shuffle bag to land on the animation you are working on makes
testing one of them tedious. The queue page now carries an Animation row next
to Background: Auto keeps the per-track cycle, any other button pins the player
to that animation until the mode changes again.
The animation names live in config.js alongside their labels, so the server can
validate them and the queue page can label its buttons; motion.js keys its
registry by the same names.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Tg15tLAuT6NrCE1ZxKVgDB
The frame had exactly one behaviour, started once and run forever. Make
animations a start(context) => stop() lifecycle held in a registry, and
draw a new one on every completed crossfade.
Selection uses a shuffle bag: each animation comes up exactly once per
pass, so they stay evenly used, and a swap at the pass boundary keeps the
same one from running twice in a row. Written for a registry larger than
today's two entries.
The new corners animation parks the frame in a random corner and drops a
screenshot of it into the next of the other three corners every 5s, going
clockwise. The frame's own corner is never a slot, so a still cannot
cover it by construction rather than by clamping. This holds while
FRAME_SCALE stays under 0.5, now noted where that knob lives.
Screenshots need getDisplayMedia: the decks are cross-origin YouTube
iframes, so canvas taints and there is no other way to read the playing
pixels. The prompt has to be requested before start() yields, or the
click's transient activation is gone. Declining, or serving over plain
HTTP where mediaDevices is undefined, leaves the frame parked without
stills instead of failing.
The capture sink is a 1x1 element in the document, like #probe: detached
video elements are never composited and get throttled hard enough to make
every screenshot seconds stale.
startBounce also gains the stop() it always needed — it was leaking its
rAF loop and resize listener, and a queued frame would fight whichever
animation came next.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Tg15tLAuT6NrCE1ZxKVgDB
Two frontends sharing one WebSocket-backed state on the server:
- Player: fullscreen poster background with a small frame (30% of the
screen) that drifts diagonally and reflects off the edges. Two stacked
YouTube players hand over with a 5s equal-power crossfade so there is
never silence between tracks.
- Queue: add by URL, drag to reorder, delete, click to jump. Shows title
and length per item, highlights what is playing, and tracks remaining
vs. total playtime.
No API key is required — titles come from YouTube's oEmbed endpoint and
durations from a hidden muted probe player that cues each new video just
to read its length.
The fade is driven by both requestAnimationFrame and the interval tick:
a hidden or throttled tab stops serving frames entirely, which would
otherwise strand a handover half-faded with two tracks audible.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Tg15tLAuT6NrCE1ZxKVgDB