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@ion-cloud/ion

v1.0.0

Published

JavaScript particle tweaning and basic 2d animation utility

Downloads

6

Readme

ion

JavaScript particle tweaning and basic 2d animation utility. In order to help facilitate multiple instances of ion at once, you can refer to the cloud library available here.

Setup

Getting started is as easy as installing the library with npm i @ion-cloud/ion --save and then importing the class directly into your application with import {Ion} from '@ion-cloud/ion';.

You can view the code below running on codepen here. An fountain example that shows how windStatic may be used is available here. An waterfall example may be seen here. A bubble example may be seen here.

Ion Instance Variables

  • active will toggle requestAnimationFrame and stop the loop if it is switched off
  • easel is passed into the instance to help facilitate drawing onto the canvas.
    • You can view how to setup easel specifically here.
  • collection although mostly used from inside the instance to adjust particles when tweening, this is an array of all particles in the current instance.
  • quantity this tells ion how many particles requested to populate
  • size is either a Number or function that returns a Number where it's value represents the size of the a particle.
  • startX is either a Number or function that returns a Number where it's value represents the start location of a particle.
  • startY is either a Number or function that returns a Number where it's value represents the start location of a particle.
  • endX is either a Number or function that returns a Number where it's value represents the end location of a particle.
  • endY is either a Number or function that returns a Number where it's value represents the end location of a particle.
  • windX is either a Number or function that returns a Number where it's value represents a turbulent factor that modulates not only the current X but the potential end X as well.
  • windY is either a Number or function that returns a Number where it's value represents a turbulent factor that modulates not only the current Y but the potential end Y as well.
  • clear is a Boolean that represents whether or not to clear the frame between animations. If this is turned off, one can apply their own clear with an opacity to cause something like a blurry animation. It's also possible that one might use this to help multiple Ion instances in conjunction of each other.
  • clearColor is the color used to clear the viewport between frames when clear is set to true.
  • tweenCurrent is either a Number or function that returns a number which represents the current tween value which should be between 0 and tweenDuration
  • tweenDuration is either a Number or function that returns a number which represents the total tween frame movements. This number should be greater than zero.
  • tweenSpeed is a Number that represents how fast the tween should occur. It's usually best to keep this at 1.
  • background is a ImageData value or null value. When it is not null the clearFrame function will use the background data to clear the screen instead. This allows the Ion to coexist with other animations, images etc.
  • tweenType is either a String or function that returns a string of the values listed below, representing the current type of tween for the particle.
    • To see all the easing functions as examples see this live example
    • Here are a list of the easing functions: linear, ease-in-quad, ease-out-quad, ease-in-out-quad, ease-in-cubic, ease-out-cubic, ease-in-out-cubic, ease-in-quart, ease-out-quart, ease-in-out-quart, ease-in-quint, ease-out-quint, ease-in-out-quint, ease-in-sine, ease-out-sine, ease-in-out-sine, ease-in-exponential, ease-out-exponential, ease-in-out-exponential, ease-in-circular, ease-out-circular, ease-in-out-circular, ease-in-elastic-weak, ease-in-elastic, ease-in-elastic-strong, ease-out-elastic-weak, ease-out-elastic, ease-out-elastic-strong, ease-in-out-elastic-weak, ease-in-out-elastic, ease-in-out-elastic-strong, ease-in-back-weak, ease-in-back, ease-in-back-strong, ease-out-back-weak, ease-out-back, ease-out-back-strong, ease-in-out-back-weak, ease-in-out-back, ease-in-out-back-strong, ease-in-bounce, ease-out-bounce, ease-in-out-bounce

Ion Internal-Usage Functions

  • tween is a function that takes a particle and axis and returns the current location for that particle and axis. This is mostly just used by the library itself, unless using Ion as a tweening library. It takes optional variables that it calls upon itself recursively as its third parameter in an object
    • o - optional strength value, used for ease-in-elastic
    • d - tween duration
    • t - tween current
    • type - tween requested type
    • b - beginning value
    • c - current value`
  • getNew is a function that takes a particle id as its parameter. this function uses the ion libraries values to establish base defaults for the creation of a new particle for which it returns.
  • wind is a static function that takes a particle as a parameter. It applies the wind factors if they exist for a particle.
  • draw is a function that takes a particle and isClear as its parameters. It will simply draw that particle.
  • clear is a function that clears a particle.
  • clearFrame is a function that clears the entire viewport.
  • getFrame is a function that operates on the tweening functions for all particles.

Ion External-Usage Functions

  • reset is a static function that takes a particle as a parameter and merely resets the particle to its beginning location. It will have its original start and end positions
  • reevaluate is a function that takes a particle as a parameter and reevaluates start and end locations for that particle. It will have different start and end positions.
  • populate is a function that takes a wait parameter optionally. When the wait is not there it will populate all of the quantity specified of particles into the ion library immediately; otherwise it will wait the specified milliseconds in-between populating particles.
  • process this function takes no arguments and once executed will begin animation until the active variable is set to false.
  • onCreate is an overridable lifecycle hook function that is called right before any properties are added to a particle and before it begins animating. This allows custom properties to be populated into the particle. It will have the particle in its first argument.
  • afterCreate is an overridable lifecycle hook function that is called right after all properties are added to a particle and before it begins animating. This allows custom properties to be populated or existing properties to be modulated before animation begins. It will have the particle in its argument.
  • onMove is an overridable lifecycle hook function that is called right before a particle is moved. it will have the particle as its first argument.
  • onParticleEnd is an overridable lifecycle hook function that is called right after a particle reaches its tweenDuration. It will have the particle in its first argument.
  • onEscape is an overridable lifecycle hook function that is called when a particle leaves the viewport. It will have the particle in its first argument.
  • afterDraw is an overridable lifecylce hook function that is called after all particles are drawn on the screen during its current frame. It will have the ion instance applied to this.

Example

import {Ion,Easel} from 'ion-cloud';

const easel = new Easel(),
      gnats = new Ion(easel); //we initialize ion and pass it our easel instance

gnats.quantity = 1000; //this is how many particles(gnats) will appear
gnats.tweenDuration = 1000; //this is how many frames to completion
gnats.startX = ()=> Math.random()*easel.viewport.w; //allow random start x
gnats.startY = ()=> Math.random()*easel.viewport.h; //allow random start y
gnats.endX = ()=> Math.random()*easel.viewport.w; //allow random end x
gnats.endY = ()=> Math.random()*easel.viewport.h; //allow random end y
gnats.windX = ()=> Math.random()-0.5; //allow random x fluctuations to get us off-course
gnats.windY = ()=> Math.random()-0.5; //allow random y fluctuations to get us off-course
gnats.size = ()=> Math.random()*2; //allow the gnat size to be between 0 and 2
gnats.tweenCurrent = ()=> Math.random()*gnats.tweenDuration;
gnats.tweenType = 'ease-in-out-cubic';
gnats.onEscape = atom=> gnats.reevaluate(atom); //if it leaves screen reset entirely
gnats.onParticleEnd = atom=>{

  // on completion(reaching target), acquire a new target to gnat
  // is constantly moving unless it goes off screen
  atom.originX = atom.startX = atom.x
  atom.originY = atom.startY = atom.y
  atom.endX = atom.terminalX = gnats.endX();
  atom.endY = atom.terminalY = gnats.endY();
  atom.tweenCurrent = 0;
}
gnats.populate(); //now we populate them all at once (you can pass a ms defer timer)
gnats.process(); //since we're not using IonCloud we'll allow Ion to handle the animation