@enea-entertainment/animjs
v1.0.4
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Lighweight tweening library
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AnimJS
Lighweight library which lets you tween multiple object's properties
Dependency: Runner
Features
- tween, timeline, delay, wait
onStart(), onUpdate(), onRepeat(), onComplete()
callbacks- manual tick
- tweening array of numbers
- seek time
- time scale
- animation groups
- ability to provide custom easing functions
Installation
npm install --save-dev @enea-entertainment/animjs
Basic usage example
import { anim } from '@enea-entertainment/animjs';
const myObject =
{
alpha : 0,
rotation : Math.PI
};
anim.to(myObject,
{
duration : 1,
alpha : 1,
rotation : 0,
ease : 'sineInOut'
});
Update loop
AnimJS doesn't come with built-in update loop, instead it encourages you to call anim.tick();
manually.
Whenever you want to.
import { anim } from '@enea-entertainment/animjs';
mainUpdateLoop(deltaTime)
{
// request animation frame
anim.tick(deltaTime); // in seconds
// update scene
// render scene
}
or simply via setInterval();
import { anim } from '@enea-entertainment/animjs';
const delta = 16.7;
setInterval(()=>
{
anim.tick(delta / 1000); // in seconds
}, delta);
Tween example
import { anim } from '@enea-entertainment/animjs';
const myObject =
{
x : 0,
y : 50
};
// by setting 'paused: true' we tell tween not to start immediately
const firstTween = anim.from(myObject,
{
paused : true,
delay : 1,
y : 0,
onStart: () =>
{
console.log('First tween start');
},
onComplete: () =>
{
console.log('First tween complete');
}
});
anim.to(myObject,
{
duration : 2,
x : 100,
repeat : 1,
repeatDelay : 0.5,
ease : 'cubicOut',
yoyoEase : 'backInOut',
onStart: () =>
{
console.log('Second tween start');
},
onUpdate: (target, progress) =>
{
// target : returns tweened object (myObject in this case)
// progress : returns value between 0 and 1
console.log('Second tween update:', progress);
},
onComplete: () =>
{
console.log('Second tween complete');
// now we run firstTween
firstTween.paused = false;
}
});
For 'infinite' tween loop, provide
repeat: -1
Note: loop isn't really infinite, AnimJS internally uses very large number.
anim.fromTo();
method allows you to override object's start values
import { anim } from '@enea-entertainment/animjs';
const myObject =
{
x : 0,
y : 1
};
// myObject's x and y values will both start from 2
anim.fromTo(myObject,
{
x : 2,
y : 2
},
{
duration : 1,
x : 4,
y : 4,
ease : 'none'
});
Timeline example
above shown tween example could be written in simpler form without pausing and resuming first tween by using anim.timeline();
Tweens in timeline are chained and second tween will start after first one has finished.
import { anim } from '@enea-entertainment/animjs';
const myObject =
{
x : 0,
y : 50
};
const timeline = anim.timeline({
onStart: () =>
{
console.log('timeline start');
},
onComplete: () =>
{
console.log('timeline complete');
}
});
timeline.to(myObject,
{
duration : 2,
x : 100,
repeat : 1,
repeatDelay : 0.5,
ease : 'cubicOut',
yoyoEase : 'backInOut',
onStart: () =>
{
console.log('First tween start');
},
onComplete: () =>
{
console.log('First tween complete');
}
});
timeline.to(myObject,
{
delay : 1,
y : 10,
onStart: () =>
{
console.log('Second tween start');
},
onComplete: () =>
{
console.log('Second tween complete');
}
});
It is also possible to start tweens in timeline at the same time by providing 3rd parameter - label{string}
All tweens groupped by labelB
will start after all tweens in label labelA
have finished.
import { anim } from '@enea-entertainment/animjs';
const myObject =
{
a1 : 0,
a2 : 0,
b1 : 0,
b2 : 0
};
const timeline = anim.timeline({
onStart: () =>
{
console.log('timeline start');
},
onComplete: () =>
{
console.log('timeline complete');
}
});
// a1 will finish after one second
timeline.to(myObject,
{
duration : 1,
a1 : 1,
onComplete: () =>
{
console.log('a1 complete');
}
}, 'labelA');
// a2 will finish after two seconds
timeline.to(myObject,
{
duration : 2,
a2 : 1,
onComplete: () =>
{
console.log('a2 complete');
}
}, 'labelA');
// then b1 will start
// b1 will finish after 4 seconds, notice repeat param
timeline.to(myObject,
{
duration : 1,
b1 : 1,
repeat : 3,
onComplete: () =>
{
console.log('b1 complete');
}
}, 'labelB');
// b2 will finish 2 seconds after labelA has finished
timeline.to(myObject,
{
duration : 2,
b2 : 1,
onComplete: () =>
{
console.log('b2 complete');
}
}, 'labelB');
Tweening array of numbers
Just like numbers, you can also tween arrays
import { anim } from '@enea-entertainment/animjs';
const myObject =
{
a : [3, 2, 1],
b : new Float32Array(3),
c : [0, 8, 9],
d : 0
};
anim.to(myObject,
{
a : [1, 2, 3],
b : [4, 5, 6],
c : [7], // only first value will be tweened
d : 10,
onComplete: () =>
{
console.log(myObject.a);
console.log(myObject.b);
console.log(myObject.c);
console.log(myObject.d);
// outputs {object}
// myObject.a [1, 2, 3]
// myObject.b [4, 5, 6]
// myObject.c [7, 8, 9]
// myObject.d 10
}
});
Tween seek
Jumps to a specific time
import { anim } from '@enea-entertainment/animjs';
const myTween = anim.to({ value: 0 },
{
paused : true,
duration : 4,
value : 10,
onUpdate: (target) =>
{
console.log(target.value);
}
});
// outputs: 5
myTween.seek(2);
Time scale
time scale can be used to speed up or slow down tweens. You can either set it globally or per tween
import { anim } from '@enea-entertainment/animjs';
// global time scale
// all tweens will be affected, playing at double speed
anim.timeScale = 2;
or individually
import { anim } from '@enea-entertainment/animjs';
const tween = anim.to({ value: 0 },
{
duration : 1,
value : 1,
});
// tween will play at double speed
// and will finish in 0.5 seconds
tween.timeScale = 2;
Built-in easing functions
'none' == 'linear' | 'back' | 'bounce' | 'circ' | 'cubic' | 'elastic' | 'expo' | 'quad' | 'quart' | 'quint' | 'sine'
Easing
could be written in different ways, all of them are valid
ease: 'sineIn'
ease: 'sineOut'
ease: 'sineInOut'
import { Easing } from '@enea-entertainment/animjs';
ease: Easing.sineIn
ease: Easing.sineOut
ease: Easing.sineInOut
import { Easing } from '@enea-entertainment/animjs';
ease: Easing.sine.in
ease: Easing.sine.out
ease: Easing.sine.inOut
Custom easing function
import { anim } from '@enea-entertainment/animjs';
function stepped(time, steps)
{
return Math.max(0, Math.min(1, (((steps * time) | 0) + 1) * (1 / steps)));
}
const myObject =
{
x : 0
};
anim.to(myObject,
{
x : 10,
ease : (time) => { return stepped(time, 5); },
onUpdate: () =>
{
// outputs: 2, 4, 6, 8, 10
console.log(myObject.x);
}
});
Delaying code execution
Because AnimJS tick();
is updated manually, sometimes you might want to use AnimJS instead of setTimeout();
to delay code execution.
Either using anim.delay();
where 1st parameter is callback and 2nd parameter is required delay (in seconds)
import { anim } from '@enea-entertainment/animjs';
myMethod()
{
anim.delay(()=>
{
// some code
}, 1);
}
or by using anim.wait();
which returns promise
import { anim } from '@enea-entertainment/animjs';
anim.wait(1).then(()=>
{
// some code
});
or
import { anim } from '@enea-entertainment/animjs';
async myMethod()
{
await anim.wait(1);
// some code
}
Animation groups
Tweens, timelines and delays can be grouped together and then paused, resumed or killed at once
import { anim } from '@enea-entertainment/animjs';
const enum TweenGroup
{
INTRO,
GAME
}
const introTween1 = anim.to({value : 0},
{
duration : 1,
group : TweenGroup.INTRO
value : 1,
});
const introTween2 = anim.to({value : 2},
{
duration : 1,
group : TweenGroup.INTRO
value : 3,
});
// kills all tweens in TweenGroup.INTRO
anim.group.get(TweenGroup.INTRO)?.kill();
Stopping tween, timeline, delay
import { anim } from '@enea-entertainment/animjs';
const myObject =
{
x : 0,
y : 0,
scale:
{
x : 1,
y : 1
}
};
const tween1 = anim.to(myObject,
{
x : 1,
y : 1
});
// kills tween1
tween1.kill();
const tween2 = anim.to(myObject.scale,
{
x : 2,
y : 2
});
// kills all running tweens of myObject.scale
anim.killTweensOf(myObject.scale);
// or
// tween2.kill();
similarly you can kill entire timeline (which will also kill all its tweens)
timeline.kill();
Killing all tweens, timelines, delays at once:
anim.killAll();
Tween or timeline can be marked as protected
Such tweens/timlines will not be killed by anim.killAll();
or tween.kill();
import { anim } from '@enea-entertainment/animjs';
const tween = anim.to(myObject,
{
protected : true,
onComplete: ()=>
{
console.log('tween complete');
}
});
// tween will not be stopped
anim.killAll();
tween.kill();
To protect anim.delay();
set its protected
property after initialization
import { anim } from '@enea-entertainment/animjs';
const myDelay = anim.delay(()=>
{
console.log('delay complete');
}, 1);
myDelay.protected = true;
// delay will not be stopped
anim.killAll();
myDelay.kill();
However, if you later decide to stop also protected
tweens, timelines or delays, pass true
to kill();
method
anim.killAll(true);
// or
tween.kill(true);
timeline.kill(true);
myDelay.kill(true);
AnimJS default settings
feel free to override any of these
import { anim } from '@enea-entertainment/animjs';
console.log(anim.defaults);
// outputs {object}:
// delay: 0
// duration: 1
// ease: "none"
// paused: false
// protected: false
// repeat: 0
// repeatDelay: 0
// yoyo: false
Webpack ProvidePlugin
Provides anim
so you don't have to import it everywhere
const webpack = require('webpack');
plugins:
[
new webpack.ProvidePlugin({
anim : ['@enea-entertainment/animjs', 'anim']
})
]
TODO
- repeat whole timeline
- timeline.seek()
- timeline.restart()
Thank you
- AnimJS is based on tweenr by Matt DesLauriers (@mattdesl)
- Robert Penner for easing functions see terms of use
- Hugh Kennedy (@hughsk) for an-array check
License
MIT, see LICENSE for details.