Anime.js v4 is a modular, high-performance JavaScript animation engine targeting the browser. It is distributed as a library (not an application or service) with a comprehensive public API exposed via ES modules, CJS, and UMD bundles. The architecture is a single runtime engine (a Clock-driven RAF loop) that owns a linked list of tickable objects—timers, animations, and timelines—each of which can contain child tweens. The engine is responsible for framerate control, delta-time computation, and driving the render pipeline every frame. The core data flow is: user calls (e.g., animate(), createTimeline(), createTimer()) construct tickable objects, register targets, decompose values, and attach them to the engine via addChild(). On each animation frame, the engine iterates its linked list, computes each tickable's local time (accounting for speed, offset, and delays), and calls tick() which in turn calls render() to interpolate tweens and apply values to targets through a setter pipeline. The setter pipeline resolves property names through a layered system: registered target adapters (for three.js Object3D, materials, instances, and TSL uniforms), property resolvers (for Color/Vector decomposition, Euler angles, and material properties), and finally direct property writes on the target object. Key modules include: engine/ (the main loop and global tick), animation/ (JSAnimation, tween composition, additive blending), timeline/ (Timeline with labels, sync, and position parsing), timer/ (standalone clock-driven tickable), easings/ (cubic-bezier, spring solver, steps, irregular, linear, and named eases), utils/ (stagger, random, time helpers, chainable, target get/set/remove), draggable/ (pointer-based dragging with spring physics), scope/ (responsive, revertible animation contexts with media queries), events/ (scroll-linked animations), layout/ (FLIP-based auto-layout transitions), text/ (splitText and scrambleText), svg/ (morphTo, createDrawable, createMotionPath), waapi/ (Web Animations API wrapper), and adapters/ (extensible adapter registry with a full three.js integration). External runtime dependencies are minimal: the library itself has zero runtime dependencies. The three.js adapter is an optional peer dependency. Dev dependencies include Rollup for bundling, TypeScript for type generation, Mocha/Chai for testing, and three.js for the adapter tests. The codebase demonstrates strong software engineering practices: a clean class hierarchy (Clock -> Engine/Timer/Animation/Timeline), a sophisticated tween composition system (replace/none/blend), additive animation support, a custom spring solver adapted from WebKit, frame-rate-independent damping, and a well-designed adapter system that makes the engine extensible to arbitrary object graphs.
Animatelo is a JavaScript library that provides a collection of pre-built animations using the Web Animations API. It ports the popular animate.css library to the JavaScript-based animation model, allowing developers to apply animations like bounce, fade, slide, and more to DOM elements via a simple API (e.g., animatelo.bounce('#element')). The library consists of a core animation engine (src/animatelo.js) that handles element selection, option validation, and animation creation, with individual animation files defining keyframe sequences for specific effects. The architecture is modular, with each animation encapsulated in its own file that extends the main animatelo object, and a build process (via Gulp) concatenates and minifies the source for distribution. The library relies on the Web Animations API (with polyfill support for older browsers) and has no runtime dependencies, making it lightweight and easy to integrate into web projects.