The frame glides from waypoint to waypoint and drops a screenshot of itself every frame-width or so. The stills stay where they were taken and fade over a few seconds, so the live video reads as the head of a comet whose tail is its own recent past. The steering caps how fast the heading may change: an instant turn would lay the stills out in straight dotted lines, and it is the curve that makes a tail read as one. Drops are spaced by distance travelled rather than by a timer, so they stay even however the frame is turning. Since the capture is a crop of the tab, a still lying under the frame would be photographed into the next one. A drop waits until the frame is clear of the tail, keeping the invariant corners already relies on. Also picks up the FRAME_SCALE, BOUNCE_SPEED and CORNER_INTERVAL_SECONDS tuning sitting in the tree. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Tg15tLAuT6NrCE1ZxKVgDB
70 lines
2.7 KiB
JavaScript
70 lines
2.7 KiB
JavaScript
// Central knobs for the party player.
|
|
|
|
export const PORT = Number(process.env.PORT) || 3000;
|
|
|
|
// Seconds of overlap between the outgoing and incoming video.
|
|
// Audio and video crossfade over this whole window.
|
|
export const OVERLAP_SECONDS = 5;
|
|
|
|
// How fast the player switches when the user jumps around manually.
|
|
export const HARD_CUT_SECONDS = 0.4;
|
|
|
|
// The video frame takes up this fraction of the screen. Keep this below 0.5:
|
|
// the corners animation puts a frame-sized image in all four corners, which
|
|
// only stays overlap-free while two frames fit side by side.
|
|
export const FRAME_SCALE = 0.35;
|
|
|
|
// Pixels per second the frame drifts across the screen.
|
|
export const BOUNCE_SPEED = 120;
|
|
|
|
// The corners animation: seconds between screenshots.
|
|
export const CORNER_INTERVAL_SECONDS = 4;
|
|
|
|
// Gap between the frame and the screen edge, as a fraction of the short side.
|
|
export const CORNER_MARGIN = 0.025;
|
|
|
|
// The drag animation gets its own, roomier base size: it is the only thing on
|
|
// screen while it runs, so it does not have to leave space for a second frame.
|
|
export const DRAG_FRAME_SCALE = 0.6;
|
|
|
|
// The drag animation resizes the frame to somewhere between these multiples of
|
|
// its base size. Above 1 the frame grows past DRAG_FRAME_SCALE, which is
|
|
// fine — nothing else is on screen while this animation runs.
|
|
export const DRAG_MIN_SCALE = 0.55;
|
|
export const DRAG_MAX_SCALE = 1.6;
|
|
|
|
// The trail animation: how fast the frame glides, and how sharply it may turn.
|
|
// The turn cap is what bends the path into an arc — without it the frame would
|
|
// snap onto each new heading and the tail would read as a dotted line.
|
|
export const TRAIL_SPEED = 150;
|
|
export const TRAIL_TURN_RATE = 0.7;
|
|
|
|
// Gap between two dropped stills, in frame widths, and how many the tail holds.
|
|
export const TRAIL_SPACING = 0.6;
|
|
export const TRAIL_LENGTH = 8;
|
|
|
|
// A still's life, from the moment it lands to fully faded.
|
|
export const TRAIL_FADE_SECONDS = 4;
|
|
|
|
// The frame animations, keyed by the id sent over the socket. The names must
|
|
// match the registry in public/player/motion.js, which supplies the code.
|
|
export const ANIMATIONS = {
|
|
bounce: { label: 'Bounce' },
|
|
corners: { label: 'Corners' },
|
|
drag: { label: 'Drag & resize' },
|
|
trail: { label: 'Comet trail' },
|
|
};
|
|
|
|
// Cycle a fresh random animation on every track change. Anything else pins the
|
|
// player to that one animation, which is what the queue page's buttons are for.
|
|
export const AUTO_ANIMATION = 'auto';
|
|
export const DEFAULT_ANIMATION = AUTO_ANIMATION;
|
|
|
|
// Selectable fullscreen backgrounds, keyed by the id sent over the socket.
|
|
export const BACKGROUNDS = {
|
|
pink: { label: 'Pink', src: '/assets/PLAKAT_A2_pink_426x600mm.png' },
|
|
plain: { label: 'Classic', src: '/assets/PLAKAT_A2_426x600mm.png' },
|
|
};
|
|
|
|
export const DEFAULT_BACKGROUND = 'pink';
|