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https://github.com/jakesidsmith/slik

Animation / tweening library, ideal for use with HTML5 canvas and or React
https://github.com/jakesidsmith/slik

animation animation-library canvas html5-canvas tween tweening

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Animation / tweening library, ideal for use with HTML5 canvas and or React

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# Slik [![CircleCI](https://circleci.com/gh/JakeSidSmith/slik.svg?style=svg)](https://circleci.com/gh/JakeSidSmith/slik)

**Animation / tweening library, ideal for use with HTML5 canvas and or React** - [Demo](http://jakesidsmith.github.io/slik/)

## About

Slik uses `requestAnimationFrame` to tween values over time. You can give it a single value, an array, or an object. Internally Slik converts these values to [ImmutableJS](https://facebook.github.io/immutable-js/) ones, and returns the tweened values as ImmutableJS objects (unless only a single value is supplied).

Slik uses ImmutableJS so that when used with [React](https://facebook.github.io/react/) you can keep your components pure (preventing updates if values have not changed) as ImmutableJS returns a new reference when updated, allowing quick checks for changes using [PureRenderMixin](https://facebook.github.io/react/docs/pure-render-mixin.html) for example.

## Installation

Use npm to install slik.

```shell
npm install slik --save --save-exact
```

I'd recommend pinning to a specific version and using `--save-exact` and `--save` to add this to your package.json automatically.

## Getting started

1. Require slik in the file where you'll be animating.

```javascript
import Slik from 'slik';
```

1. Setup the values you want to animate. These values can be contained in objects, arrays, or simply be single values. If you're animating a lot of values I'd highly recommend using objects as it makes it easier to refer to your values later.

Note: these can be nested values.

```javascript
const initialValues = {
headRotation: 0,
leftArm: {
upper: 0,
lower: 0
}
};
```

1. Create an Animation.

1. Initial options: You can pass most of your config in here if you like, or add them using the methods with matching names.

```javascript
const animation = new Slik.Animation({
from: initialValues,
to: nextValues
// Defaults below

// duration: 500 (milliseconds)
// delay: 0 (milliseconds)
// fps: 120 (frames per second) I would not recommend changing the frame rate
// ease: Slik.Easing.Linear
// loop: false
});
```

1. Using methods: Note: fluent API returns the same object for each method (except the `playing` method which returns a boolean). More info below.

```javascript
const animation = new Slik.Animation()
.from(initialValues)
.to(nextValues)
.duration(1000)
.delay(2000)
.ease(Slik.Easing.EaseInOutSine)
.loop(true);
```

1. Handle changes in values. Bind a callback to the `update` event & update your component or redraw your canvas.

1. Canvas example

```javascript
animation.bind('update', function (values) {
canvas.render(values);
});
```

1. React example

```javascript
componentWillMount () {
animation.bind('update', function (values) {
this.setState({
values: values
});
});
}
```

## Animation methods

1. Set the values to tween from. Default: `Immutable.Map()`.

```javascript
animation.from({hello: 0});
```

1. Set the values to tween to. Default: `Immutable.Map()`.

```javascript
animation.to({hello: 1});
```

1. Set the duration of the animation in milliseconds. Default: `500`.

```javascript
animation.duration(500);
```

1. Set a delay in milliseconds before the animation begins. Default: `0`.

```javascript
animation.delay(1000);
```

1. Set the frame rate of the animation (fps). Default: `120`.
I would not recommend changing this unless you intentionally want a less smooth animation.

```javascript
animation.fps(120);
```

1. Set the easing function to use for the animation. Default: `Slik.Easing.Linear`.
Note: you can easily create your own easing functions. More info on this below.

```javascript
animation.ease(Slik.Easing.Linear);
```

1. Set whether the animation should automatically loop. Default: `false`.

```javascript
animation.loop(false);
```

1. Invert the values that you are tweening to. E.g. `{value: 1}` would become `{value: -1}`

```javascript
animation.invert();
```

1. Swap the from & to values to play in reverse.

```javascript
animation.reverse();
```

1. Start the animation. Alias: `play`

```javascript
animation.start();
```

1. Stop the animation, allowing you to restart from the beginning. Alias: `reset`

```javascript
animation.stop();
```

1. Pause the animation, allowing you to resume from this point.

```javascript
animation.pause();
```

1. Return whether the animation is currently playing.

```javascript
animation.playing();
```

1. Return whether the animation is going to loop.

```javascript
animation.looping();
```

1. Run a callback once before the animation is initially started (`start` event). Receives the animation's current values.
Automatically unbound after triggered or animation stopped.

```javascript
animation.first(function () {});
```

1. Run a callback once after the animation has completed (`end` event). Receives the animation's current values.
Automatically unbound after triggered or animation stopped.

```javascript
animation.then(function () {});
```

1. Bind a callback to a specific animation event (or all events). Alias: `on`
More info on events below.

```javascript
animation.bind('type', function () {});
```

1. Unbind a callback from a specific animation event (or events). Alias: `off`
More info on events below.

```javascript
animation.unbind('type', function () {});
```

1. Subscribe to an event (like `bind`), and return an unsubscribe function (`unbind`).

```javascript
var unsubscribe = animation.subscribe('type', function () {});

unsubscribe();
```

1. Get the current value / values. Alias: `value`

```javascript
animation.values();
```

## Easing functions

There are a few easing functions available on `Slik.Easing`.

* Linear
* EaseInOutSine
* EaseInSine
* EaseOutSine
* Dip
* Spring

## Events

All events are called with the current values. These may be the initial values or next values if the animation has only just begun, or has ended.

* `all` - called any time another event is triggered
* `start` - called when an animation is started
* `stop` - called when an animation is stopped
* `pause` - called when an animation is paused
* `end` - called when an animation completes (excluding loops)
* `update` - called every frame an animation updates
* `loop` - called every time an animation loops (if looping)

## Custom easing functions

You can provide a custom easing function to ease your values.
This function is provided with the following values:

* `progress` - a value from 0 to 1 as to how complete the animation is
* `startTime` - the time in milliseconds that the animation began (from `performance.now`)
* `now` - the current time in milliseconds (from `performance.now`)
* `duration` - the duration of the animation in milliseconds
* `fromValue` - the value to tween from (single values, not objects)
* `toValue` - the value to tween to (single values, not objects)

This function simply returns a value from 0 to 1 (or a number outside of this range if you are so inclined), that is used as a multiplier for the values in your animation.

For example a linear easing function simply returns the progress of the animation.

```javascript
function Linear (progress, startTime, now, duration, fromValue, toValue) {
return progress;
}
```

Most easing functions can be accomplished simply by returning a variation of the progress value. E.g.

```javascript
function EaseOutSine (progress) {
return Math.sin(progress * Math.PI / 2);
}
```