@its2easy/animate-sprite
v2.2.1
Published
Javascript plugin to animate sprite image
Downloads
40
Maintainers
Readme
Demo - codepen
AnimateSprite is a library (12kb) without built-in UI, which allows to animate a sequence of frames that looks like 3d rotation. It supports playing full animation sequence, play a specified number of frames, rotate an image with the mouse and touch; and exposes an API to programmatically control the animation.
To use it, you should export animation from your 3d software as a series of frames and combine them into one image file (sprite). If you want to use a sequence of images instead of a single sprite, you could use animate-images.
Installation
Browser script tag
Add with CDN link:
<script src="https://cdn.jsdelivr.net/npm/@its2easy/animate-sprite"></script>
npm
npm i @its2easy/animate-sprite --save
Usage
Create an element with a background:
<div id="sprite" style="background-image: url('images/sprite.jpg')"></div>
Initialize with options:
let element = document.getElementById('sprite');
let sprite = new AnimateSprite(element, {
width: 800, /* required */
height: 450, /* required */
frames: 90, /* required */
cols: 10,
fps: 60,
loop: true,
draggable: true
});
sprite.play();
Or with inline options and then initialize it:
<div id="sprite"
style="background-image: url('images/sprite.jpg')"
data-sprite-width="700"
data-sprite-heigth="400"
data-sprite-frames="45"
data-sprite-autoplay="true"
data-sprite-touch-scroll-mode="allowPageScroll"
></div>
let sprite = new AnimateSprite(document.getElementById('sprite'));
Inline options have higher priority
Usage with bundlers
import AnimateSprite from '@its2easy/animate-sprite';
let sprite = new AnimateSprite(element, options);
It is possible to directly import untranspiled esm version:
import AnimateSprite from '@its2easy/animate-sprite/build/untranspiled/animate-sprite.esm.js'; //or animate-sprite.esm.min.js
:warning: You should probably add it to your build process if you use untranspiled version. Example for webpack:
rules: [
{
test: /\.js$/,
exclude: /node_modules(?!(\/|\\)@its2easy(\/|\\)animate-sprite(\/|\\)build)/,
use: {
loader: 'babel-loader',
}
}
]
or
rules: [
{
// basic js rule
test: /\.js$/,
exclude: /node_modules/,
use: {
loader: 'babel-loader',
}
},
{
// additional rule
test: /\.js$/,
include: /node_modules(\/|\\)@its2easy(\/|\\)animate-sprite(\/|\\)build/,
use: {
loader: 'babel-loader',
}
]
All available versions:
umd build:
@its2easy/animate-sprite/build/animate-sprite.umd.min.js
- default for browser script tag and legacy bundlers
esm builds processed whit babel:
@its2easy/animate-sprite/build/animate-sprite.esm.min.js
- default for webpack and module environments
@its2easy/animate-sprite/build/animate-sprite.esm.js
esm builds without babel transformation:
@its2easy/animate-sprite/build/untranspiled/animate-sprite.esm.min.js
@its2easy/animate-sprite/build/untranspiled/animate-sprite.esm.js
Responsive behavior
By default, you don't have to specify block sizes in css. The element with the
sprite will take all available width and set its height based on the width/height
ratio from the configuration options. To limit the size, add max-width
to the
sprite. You can also explicitly set width
, but it will no longer adapt
to the container width (on small screens this can be changed with
width: auto
inside media query).
On page load sprite block will have 0px height, to prevent this you can manually
add height
style (and maybe backgroud-size
), it will be overwritten
after initialization.
Options
| Parameter | Type | Required | Default | Description |
| :--- | :--- | :---:| :---: | --- |
| width data-sprite-width
| number | :heavy_check_mark: | | Width of one frame in a sprite |
| height data-sprite-height
| number | :heavy_check_mark: | | Height of one frame in a sprite |
| frames data-sprite-frames
| number | :heavy_check_mark: | | Total number of frames |
| cols data-sprite-cols
| number|false | | false | Number of cols if more than 1 row |
| loop data-sprite-loop
| boolean | | false | Loop the animation |
| autoplay data-sprite-autoplay
| boolean | | false | Autoplay |
| frameTime data-sprite-frame-time
| number|false | | false | ms, time between frames |
| duration data-sprite-duration
| number|false | | false | ms, total time, alternative to frameTime |
| fps data-sprite-fps
| number|false | | 24 | fps, alternative to frameTime |
| reverse data-sprite-reverse
| boolean | | false | Reverse animation direction |
| draggable data-sprite-draggable
| boolean | | false | Draggable by mouse or touch |
| inversion data-sprite-inversion
| boolean | | false | Inversion changes drag direction |
| dragModifier data-sprite-drag-modifier
| number | | 1 | Sensitivity factor for user interaction. Only positive numbers are allowed |
| touchScrollMode data-sprite-touch-scroll-mode
| string | | "pageScrollTimer" | Page scroll behavior with touch events (only for events that fire in the plugin area). Available modes: preventPageScroll
- touch scroll is always disabled. allowPageScroll
- touch scroll is always enabled. pageScrollTimer
- after the first interaction the scroll is not disabled; if the time between the end of the previous interaction and the start of a new one is less than pageScrollTimerDelay, then scroll will be disabled; if more time has passed, then scroll will be enabled again |
| pageScrollTimerDelay data-sprite-page-scroll-timer-delay
| number | | 1500 | Time in ms when touch scroll will be disabled after the last user interaction, if touchScrollMode: "pageScrollTimer"
|
| onAnimationEnd | function(AnimateSprite) | | | Callback, occurs when animation has ended, receives plugin instance as a parameter |
| onAfterFrameChange | function(AnimateSprite) | | | Callback, occurs after the frame has switched, receives plugin instance as a parameter |
If multiple time options (
frameTime
,duration
orfps
) are set at the same time,frameTime
has higher priority, thenduration
, thenfps
.
Methods
Methods can be chained
sprite.setReverse(true).play()
new AnimateSprite(element, options)
Initializes and returns an instance of a sprite.
parameters
- element : {Element | HTMLElement} - HTML element
- options : {Object} - configuration options
returns
{AnimateSprite} - plugin instance
play
Start animation
returns
{AnimateSprite} - plugin instance
stop
Stop animation
returns
{AnimateSprite} - plugin instance
toggle
Toggle between play and stop
returns
{AnimateSprite} - plugin instance
prev
Show the previous frame
returns
{AnimateSprite} - plugin instance
next
Show the next frame
returns
{AnimateSprite} - plugin instance
setFrame
Set frame (without animation)
parameters
- frameNumber : {number} - Frame number
sprite.setFrame(35);
returns
{AnimateSprite} - plugin instance
playTo
Starts the animation, that plays until the specified frame number
parameters
- frameNumber {number} - Target frame number
- options {Object}
- options.shortestPath {boolean} - If set to true and loop is enabled, function will use the shortest path to the target frame, even if the path crosses edge frames. Default is false.
// if current frame is 30 of 100, it will play from 30 to 85,
// if current frame is 95, it will play from 95 to 85
sprite.playTo(85);
// shortestPath
// if current frame is 2, it will play 1, 100, 99, 98
sprite.playTo(98, {
shortestPath: true
});
// (default) if current frame is 2, it will play 3, 4, 5 ... 97, 98
sprite.playTo(98);
returns
{AnimateSprite} - plugin instance
playFrames
Start animation in the current direction with the specified number of frames in the queue.
If options.loop: false
animation will stop when it reaches the first or the last frame.
parameters
- numberOfFrames {number} - Number of frames to play
instance.playFrames(200);
returns
{AnimateSprite} - plugin instance
setReverse
Change the direction of the animation. Alias to setOption('reverse', true)
parameters
- reverse : {boolean} - true to reverse, false to normal direction
sprite.setReverse(true);
returns
{AnimateSprite} - plugin instance
getReverse
Returns current reverse value. Alias to getOption('reverse')
returns
{boolean} - reverse
updateSizes
Calculate new dimensions (sprite element and frame), this function should be called if element size was changed by a script. Called automatically after page resize
returns
{AnimateSprite} - plugin instance
getOption
Returns option value
parameters
- option {string} - Option name. All options are allowed.
let loop = instance.getOption('loop');
returns
{*} - Option value
setOption
Set new option value
parameters
- option : {string} - Option name. All options are allowed.
- value : {*} - New value
sprite.setOption('frameTime', 40);
returns
{AnimateSprite} - plugin instance
getCurrentFrame
Returns current frame number
returns
{number} - Frame number
isAnimating
Returns true
if sprite is animating
returns
{boolean}
reset
Stop the animation and return to the first frame
returns
{AnimateSprite} - plugin instance
destroy
Stop animation, remove event listeners. Method doesn't remove sprite element from the DOM
Events
sprite:drag-start
Fires when user starts dragging. Frame number is in event.detail.frame
sprite:drag-change
Fires on every frame change while dragging. Frame number is in event.detail.frame
sprite:drag-end
Fires when user stops dragging. Frame number is in event.detail.frame
sprite:animation-end
Fires after the animation end. If the second animation was started while the first was active, this event will be fired only after the second animation end.
Example:
var element = document.getElementById('sprite');
element.addEventListener('sprite:drag-end', function (event) {
console.log(event.detail.frame);
})
Browser support
- latest versions of Chrome, android Chrome, Edge, Firefox
- Safari 13.1+,
- iOS Safari 13.4+
License
AnimateSprite is provided under the MIT License