shatter
Breaks into shards that fall away in turn.
The full recording — the example app on an Android
emulator and an iOS simulator at once, with shatter played several times
over. Scrub or pause with the controls.
The mask ladder again, but its cells are Voronoi shards rather than grain, dropped in random order — so the screen reads as breaking apart rather than dissolving.
Options it takes
| Option | Type | Default | What it does here |
|---|---|---|---|
durationMs |
number |
650 |
Animation length. Clamped up to this kind’s floor; 0 means no animation and is never clamped. |
settleFrames |
number |
2 |
Display frames to hold the snapshot before revealing, so the theme swap has painted underneath. |
Ignored by this kind: origin, direction, angleDeg, shape, blurStyle, bands. Passing them is harmless.
Minimum duration
A request below 480ms is clamped up to it, natively, so both
platforms agree. Below that floor a full-screen copy coming apart has too few frames to
read as motion — the eye gets the start and the end and nothing in between, which looks
like a flicker rather than a fast transition. durationMs: 0 still means “no
animation” and is never clamped.
Usage
withThemeTransition(applyTheme, {
kind: 'shatter',
durationMs: 650,
});
How it is done
| iOS | the same mask ladder, Voronoi cells in random order |
|---|---|
| Android | the same mask ladder, Voronoi cells in random order |