Skip to content

This package allows easy and light implementation of linear or curved animation in javascript environment.

Notifications You must be signed in to change notification settings

animatable-js/animatable_js

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Animatable JS Package

Version v1.3.0
If you want to use this package in JSX? please refer to animatable-jsx for details.

Introduction

This package allows easy and light implementation of linear or curved animation in javascript. Especially suitable in a development environment on web components or canvas

The resource of this package amounts to 3kb when compressed with gzip under the assumption of using all features.

This is package mainly used when using canvas element, which is controlled using js, an environment where css is not available. And by default, This package does not work in IE browser environments.

High Performance

100,000 countless animations can be implemented in a runtime environment.

ezgif-6-ddcf0f5b58

Install by npm

To install this package in your project, enter the following command.

When you want to update this package, enter npm update animatable-js --save in the terminal to run it.

npm install animatable-js

How to make an animation?

The code below shows how to use the most commonly used class, a Animation object.

import { Animation, AnimationStatus } from "animable-js";

const animation = new Animation(duration, curve?, initialValue?);
animation.addListener(value => {
    // A current animation value.
    console.log(value);

    // This controller is raw animation controller that
    // the [Animation] object dependence on.
    const parent = animation.parent;

    // Relative value are always returned from 0 to 1.
    console.log(parent.relValue);

    // Progress value are always returned from 0 to 1, and no subtraction.
    // This always means that the value increases from 0 to 1.
    console.log(parent.progressValue)
});
animation.addStatusListener(status => {
   if (status == AniamtionStatus.FORWARDED) console.log("is forwarded");
   if (status == AnimationStatus.BACKWARDED) console.log("is backwarded");
});

// This animation value will smoothly transition from 0 to 1.
animation.animateTo(1);

// This animation value will smoothly transition from 1 to 2.
// (e.g. If the current animation value is 1 and the factor
// value is given as 1, it is animated from 1 to 2.)
animation.animateBy(1);

// This animation value will repeating smoothly transition from 0 to 1.
animation.repeat(0, 1);

Constants of Animation Status

refer to animatable.ts/AnimationStatus for detail.

Name Value
NONE "none"
FORWARD "forward"
FORWARDED "forwarded"
BACKWARD "backward"
BACKWARDED "backwarded"

How to make curve-animation?

const a = new Animation(duration, Curve.Ease);
const b = new Cubic(x1, y1, x2, y2).createAnimation(duration);
const c = Curve.Ease.createAnimation(duration);

What is a curve?

In this package, the curve means an instance of a cubic object.

Can use the Cubic instances that are provided by default in Curve of cubic.ts

// ... cubic.js
export const Curve = {
    Linear:         new Cubic(0, 0, 1, 1),
    Ease:           new Cubic(0.25, 0.1, 0.25, 1),
    EaseIn:         new Cubic(0.42, 0, 1, 1),
    EaseOut:        new Cubic(0, 0, 0.58, 1),
    EaseInOut:      new Cubic(0.42, 0, 0.58, 1),
    EaseInSine:     new Cubic(0.12, 0, 0.39, 0),
    EaseOutSine:    new Cubic(0.61, 1, 0.88, 1),
    EaseInQuad:     new Cubic(0.11, 0, 0.5, 0),
    EaseOutQuad:    new Cubic(0.5, 1, 0.89, 1),
    EaseInOutQuad:  new Cubic(0.45, 0, 0.55, 1),
    EaseInOutSine:  new Cubic(0.37, 0, 0.63, 1),
    EaseInCubic:    new Cubic(0.32, 0, 0.67, 0),
    EaseOutCubic:   new Cubic(0.33, 1, 0.68, 1),
    EaseInOutCubic: new Cubic(0.65, 0, 0.35, 1),
    EaseInQuart:    new Cubic(0.5, 0, 0.75, 0),
    EaseOutQuart:   new Cubic(0.25, 1, 0.5, 1),
    EaseInOutQuart: new Cubic(0.76, 0, 0.24, 1),
    EaseInQuint:    new Cubic(0.64, 0, 0.78, 0),
    EaseOutQuint:   new Cubic(0.22, 1, 0.36, 1),
    EaseInOutQuint: new Cubic(0.83, 0, 0.17, 1),
    EaseInExpo:     new Cubic(0.7, 0, 0.84, 0),
    EaseOutExpo:    new Cubic(0.16, 1, 0.3, 1),
    EaseInOutExpo:  new Cubic(0.87, 0, 0.13, 1),
    EaseInCirc:     new Cubic(0.55, 0, 1, 0.45),
    EaseOutCirc:    new Cubic(0, 0.55, 0.45, 1),
    EaseInOutCirc:  new Cubic(0.85, 0, 0.15, 1),
    EaseInBack:     new Cubic(0.36, 0, 0.66, -0.56),
    EaseOutBack:    new Cubic(0.34, 1.56, 0.64, 1),
    EaseInOutBack:  new Cubic(0.68, -0.6, 0.32, 1.6),
}

What is a cubic? (cubic-bezier)

The cubic animation provides a feature where the rate of change in animation values is not constant, but accelerates or decelerates over time.

refer to Wikipedia for detail.

How to make cubic object?

const curve = new Cubic(x1, y1, x2, y2, start?, end?);

const curve = Cubic.var("--variable-name", scope?);
const curve = Cubic.parse("cubic-bezier(x1,y1,x2,y2)");
// ... skip

curve

going to cubic-bezier.com for making.

How to flip cubic?

const easeFlipped = Curve.Ease.flipped;

How to make color tween animation?

Please utilize the Color and ColorTween class!

// or new Color.parse("#FF0000"); (is skipable prefix #)
const red  = new Color(255, 0, 0, alpha?);
const blue = new Color.var("--blue", scope?);

// new ColorTween(start, end);
const colorTween = new ColorTween(red, blue);

animation.addListener(value => {
  const color = colorTween.transform(value);
  // ... skip
});

How to use raw-animation?

The code below shows how to use the class AnimationController, which is the base and foundation for implementing the animation.

I decided to say this is a raw animation-controller.

const controller = new AnimationController(
    duration, // Milliseconds
    lowerValue = 0,
    upperValue = 1,
    initialValue?
);

controller.addListener(value => ...);
controller.addStatusListener(status => ...);

console.log(controller.value);
console.log(controller.relValue);
console.log(controller.progressValue);

What is Ticker?

Provides the ability to perform want tasks when the frame is updated, and measures the time interval between frames and is used to make smooth animation.

Used to define a elapsed duration between a previous frame and the current frame when a frame updated.

// The elapsed between the previous frame and the current frame is given.
const activeTicker = new Ticker(deltaElpased => {
  console.log(deltaElpased);
});

// Dispose or clean up all relevant tasks and instances on memory.
activeTicker.dispose();