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optimo-animator

v1.2.9

Published

Animator

Downloads

31

Readme

Optimo Animator

Optimo animator is a lightweight Javascript animation library. The main goal of this project is to provide a set of classes to implement temporal animations in the browser. This library tries to be as low-level as possible in the sense that it provides the bare minimum to animate any kind of objects.

Animator class

The Animator class is responsible for running the animation loop and tracking time. The Animator class takes an array of Timelines as arguments for the constructor. In general, a project only needs one instance of Animator that can handle multiple Timelines.

const timeline = new Timeline([
  {
    duration: 3000,
    handler: (progress) => {
      // Do something here
    },
  },
]);

const animator = new Animator([timeline]);
animator.start();

The animator can be started and stopped as below:

const animator = new Animator([]);

animator.start();
animator.stop();

Additionally it can be used to evaluate a specific frame with computeFrameAt:

const animator = new Animator([]);

const time = 14325; // Milliseconds
animator.computeFrameAt(time);

Timeline class

The Timeline class is responsible for managing the steps. A timeline is basically a set of instructions that the animation should perform sequentially. The Timeline class takes an array of Steps as arguments for the constructor.

const circle = document.querySelector('.circle') as HTMLDivElement;

let sizeX = 100;
let sizeY = 100;

const sizeTimeline = new Timeline([
  {
    duration: 3000,
    onStart: () => {
      sizeX = 100;
      sizeY = 100;
      circle.style.width = `${sizeX}px`;
      circle.style.height = `${sizeY}px`;
    },
    handler: (progress) => {
      sizeX = 100 + progress * 300;
      circle.style.width = `${sizeX}px`;
    },
  },
  {
    duration: 4000,
    handler: (progress) => {
      sizeY = 100 + progress * 300;
      circle.style.height = `${sizeY}px`;
    },
  },
  {
    duration: 2000,
    handler: (progress) => {
      sizeX = 400 - progress * 300;
      sizeY = 400 - progress * 300;
      circle.style.width = `${sizeX}px`;
      circle.style.height = `${sizeY}px`;
    },
  },
]);

Step class

The Step class encapsulates the logic to be evaluated during an animation step. A step has a duration and a handler method which receives the current progress (number from 0 to 1) used to retrieve the stage the step is in. Each step is evaluated after the other and the handler method is evaluated for the duration of the step.

Additional methods can be defined in a step such as onStart and onEnd. onStart is executed each time the step is evaluated for the first time in a loop and onEnd when the step is evaluated for the last time in a loop.

{
  duration: 4000,
  onStart: () => {
    // Do something when the step is evaluated for the first time in the loop
  },
  onEnd: () => {
    // Do something when the step is evaluated for the last time in the loop
  },
  handler: (progress) => {
    // Do something during the whole step duration
    // `progress` goes from 0 to 1.
  },
},