@md5crypt/animator
v1.2.7
Published
unity style animators for js
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Statefull animator library
All animators are updated during a static Animator.update(deltaMs)
call that should be executed each frame.
Alternatively an animator can be created in detached mode, a detached animator has to be updated independently each frame.
During the update routine the current state's animation
callback is executed. A single animator state lifecycle looks like this:
setup
callback is called when a state is entered- animator is halted for
delayBefore
ms - for
duration
msanimation
callback is called every update - animator is halted for
delayAfter
ms - if
transition
is a string stage is changed to given state and the cycle repeats, if its a function its called and the result is used as the next state
Few notes:
- all callbacks have two arguments,
self
pointing to the animator instance andparams
being simply a shortcut toself.parameters
self.parameters
can be used to store user data on the animation instance, it in not used internally- default initial state is called
initial
. Animator can be started from a different initial state by passing the state name to thestart
method stop
is a special state, transitioning to it will stop the animatoranimation
callback is always called at least once, even ifduration
is 0- progress of current state (based on duration) can be accessed as
self.progress
, the value is in the range from 0 to 1 animation
callback is always called withself.progress
equal to 1 to ensure proper end states of animated objects- returning
false
fromtransition
callback prevents state transition. If state hasloop
set to true the state will reset (setup
callback and delays will not executed). Ifloop
is not set animator will retry callingtransition
next update. pause
is a special state, transitioning topause
stops update calls untilresume
is called on the animator.interrupt
callback, if set, is called after everyanimation
callback. Returningfalse
continues normal operation, returning a string executes a state transition. It can be used trigger a state transition mid duration.overflow
controls precise timing. It is set by default. When set if a states duration is 20ms and update call happened and 25ms that 5s will be cut from next state's duration.- duration / delays and other state parameters can be changed dynamically during runtime from callbacks.
update
callback is usually used for this. Current state configuration can be accessed viaself.currentState
, other states can be accessed viaself.states.[state name]
self.interpolate(from, to, func)
call can be used to easily animate a value using a given easing function.self.progress
will be used internally. Easing function can be selected from one of many presets (based on standard css easing functions) or be passed as a function.
full state configuration object below:
export interface State<P extends Record<string, any>, T extends string> {
duration: number
delayBefore: number
delayAfter: number
loop: boolean
overflow: boolean
transition: string | ((context: Animator<P, T>, params: P) => string | false)
interrupt?: ((context: Animator<P, T>, params: P) => string | false)
animation: (context: Animator<P, T>, params: P) => void
setup?: (context: Animator<P, T>, params: P) => void
}