Explore the biomechanics of the one‑handed highlight catch.
The original canvas radius is thirty plus ten times sine of twice the actual clock time in seconds. Sine ranges from minus one to one, so the radius ranges from twenty to forty canvas pixels. Three circles show twenty, thirty and forty pixels at equal scale. The source labels this value yards, but performs no physical calibration and measures no athlete, ball, hand or highlight video. The decorative animation should not be mistaken for a measured football catch radius. The route example has four fixed branches. Outside Zone contains three child labels, Inside Drag two, Vertical two, and Screen none. Bars use sixty pixels per child, giving lengths one hundred eighty, one hundred twenty, one hundred twenty and zero. Three plus two plus two plus zero equals seven listed children. Clicking a branch with children toggles its list; Screen has no child list or click listener. These fixed labels are not a tactical prediction or an extracted play. The canvas drawing buffer is sized from its actual parent rectangle on initialization and native resize. A centered circle remains a decorative clock-driven pulse; a full cycle takes pi seconds because the sine argument is twice time. The comparison line uses one hundred pixels per second, so a pi-second interval is about three hundred fourteen pixels. This page has no input calibration, save, export, replay video, athlete tracker or learned model. Reload closes every route child list and starts the illustration again.