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{"version":3,"file":"_page.svelte-CgWkM8fs.js","sources":["../../../node_modules/canvas-confetti/dist/confetti.module.mjs","../../../.svelte-kit/adapter-node/entries/pages/_page.svelte.js"],"sourcesContent":["// canvas-confetti v1.9.3 built on 2024-04-30T22:19:17.794Z\nvar module = {};\n\n// source content\n/* globals Map */\n\n(function main(global, module, isWorker, workerSize) {\n var canUseWorker = !!(\n global.Worker &&\n global.Blob &&\n global.Promise &&\n global.OffscreenCanvas &&\n global.OffscreenCanvasRenderingContext2D &&\n global.HTMLCanvasElement &&\n global.HTMLCanvasElement.prototype.transferControlToOffscreen &&\n global.URL &&\n global.URL.createObjectURL);\n\n var canUsePaths = typeof Path2D === 'function' && typeof DOMMatrix === 'function';\n var canDrawBitmap = (function () {\n // this mostly supports ssr\n if (!global.OffscreenCanvas) {\n return false;\n }\n\n var canvas = new OffscreenCanvas(1, 1);\n var ctx = canvas.getContext('2d');\n ctx.fillRect(0, 0, 1, 1);\n var bitmap = canvas.transferToImageBitmap();\n\n try {\n ctx.createPattern(bitmap, 'no-repeat');\n } catch (e) {\n return false;\n }\n\n return true;\n })();\n\n function noop() {}\n\n // create a promise if it exists, otherwise, just\n // call the function directly\n function promise(func) {\n var ModulePromise = module.exports.Promise;\n var Prom = ModulePromise !== void 0 ? ModulePromise : global.Promise;\n\n if (typeof Prom === 'function') {\n return new Prom(func);\n }\n\n func(noop, noop);\n\n return null;\n }\n\n var bitmapMapper = (function (skipTransform, map) {\n // see https://github.com/catdad/canvas-confetti/issues/209\n // creating canvases is actually pretty expensive, so we should create a\n // 1:1 map for bitmap:canvas, so that we can animate the confetti in\n // a performant manner, but also not store them forever so that we don't\n // have a memory leak\n return {\n transform: function(bitmap) {\n if (skipTransform) {\n return bitmap;\n }\n\n if (map.has(bitmap)) {\n return map.get(bitmap);\n }\n\n var canvas = new OffscreenCanvas(bitmap.width, bitmap.height);\n var ctx = canvas.getContext('2d');\n ctx.drawImage(bitmap, 0, 0);\n\n map.set(bitmap, canvas);\n\n return canvas;\n },\n clear: function () {\n map.clear();\n }\n };\n })(canDrawBitmap, new Map());\n\n var raf = (function () {\n var TIME = Math.floor(1000 / 60);\n var frame, cancel;\n var frames = {};\n var lastFrameTime = 0;\n\n if (typeof requestAnimationFrame === 'function' && typeof cancelAnimationFrame === 'function') {\n frame = function (cb) {\n var id = Math.random();\n\n frames[id] = requestAnimationFrame(function onFrame(time) {\n if (lastFrameTime === time || lastFrameTime + TIME - 1 < time) {\n lastFrameTime = time;\n delete frames[id];\n\n cb();\n } else {\n frames[id] = requestAnimationFrame(onFrame);\n }\n });\n\n return id;\n };\n cancel = function (id) {\n if (frames[id]) {\n cancelAnimationFrame(frames[id]);\n }\n };\n } else {\n frame = function (cb) {\n return setTimeout(cb, TIME);\n };\n cancel = function (timer) {\n return clearTimeout(timer);\n };\n }\n\n return { frame: frame, cancel: cancel };\n }());\n\n var getWorker = (function () {\n var worker;\n var prom;\n var resolves = {};\n\n function decorate(worker) {\n function execute(options, callback) {\n worker.postMessage({ options: options || {}, callback: callback });\n }\n worker.init = function initWorker(canvas) {\n var offscreen = canvas.transferControlToOffscreen();\n worker.postMessage({ canvas: offscreen }, [offscreen]);\n };\n\n worker.fire = function fireWorker(options, size, done) {\n