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https://github.com/mhweiner/dom-animate
Dead-simple javascript helper function to do animations in browser or other environments. Implementation and platform agnostic. Bezier curve support. Animations respect clock. Pause, resume, and cancel. Custom timing and render functions.
https://github.com/mhweiner/dom-animate
Last synced: 1 day ago
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Dead-simple javascript helper function to do animations in browser or other environments. Implementation and platform agnostic. Bezier curve support. Animations respect clock. Pause, resume, and cancel. Custom timing and render functions.
- Host: GitHub
- URL: https://github.com/mhweiner/dom-animate
- Owner: mhweiner
- License: mit
- Created: 2018-07-17T20:01:53.000Z (over 6 years ago)
- Default Branch: master
- Last Pushed: 2022-04-10T13:55:33.000Z (over 2 years ago)
- Last Synced: 2024-12-11T17:13:46.043Z (12 days ago)
- Language: JavaScript
- Homepage:
- Size: 404 KB
- Stars: 1
- Watchers: 3
- Forks: 0
- Open Issues: 5
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# dom-animate
Dead-simple helper function to perform any animation in the DOM or other environments.Features:
- Really small filesize, only 1 dependency (~2.5KB uncompressed, including dependency).
- Straightforward, simple API.
- Supports Beizer Curves and custom easing functions, with predefined values.
- Custom timing function (uses RAF by default if available)
- Pause/resume/stop/restart animations.
- Supports delays that still work with pause/resume/stop/restart.
- Animations respect the actual clock, so no matter the frame rate, the animation will still properly last the appropriate amount of time.
- Lambda render functions.## Installation
NPM:
```bash
npm i dom-animate
```browser:
You can use either `dom-animate.umd.js` or `dom-animate.min.umd.js`
[from the latest release](https://github.com/mhweiner/dom-animate/releases) in a `script` tag.
This includes all dependencies.```html
let el = document.querySelector('.myElement');
let animation = new DOMAnimate(0, 200, (x) => {
el.style.height = x + 'px';
});```
## Example Usage
```javascript
const DOMAnimate = require('dom-animate');
const el = document.querySelector('.myElement');//animate height from 0 to 200 with all defaults
const animation = new DOMAnimate(0, 200, x => {
el.style.height = x + 'px';
});//animate scale (with cross-browser support) from 1 to 2 with some options
const animation = new DOMAnimate(1, 2, x => {
el.style.transform = `scale(${x}, ${x})`;
el.style.webkitTransform = `scale(${x}, ${x})`;
}, {
duration: 200,
easing: [0.42, 0.0, 0.58, 1.0],
onComplete: () => alert('done!')
});//animate with pre-defined easing constant
const animation = new DOMAnimate(0, 200, x => {
el.style.height = x + 'px';
}, {
easing: DOMAnimate.EASING.LINEAR
});//stops animation. `play() or resume()` both play from the beginning.
animation.stop();//restarts animation after stopping
animation.play();//pauses animation
animation.pause();//resumes animation after pausing
animation.resume();//don't animate right away. create animation object, then play after 1s
const animation = new DOMAnimate(0, 200, x => {
el.style.height = x + 'px';
}, {
autoplay: false
});
setTimeout(animation.play, 1000);//provide a custom timing function instead of the default `window.requestAnimationFrame`
//in this example, it tries to render at exactly 24fps
const animation = new DOMAnimate(0, 200, (x) => {
el.style.height = x + 'px';
}, {
timingFunction: callback => { window.setTimeout(callback, 1000 / 24); }
});
```## Animation with delays
You can think of a delay as just a part of the animation. It is respected by the pause/resume functionality all the same.
```javascript
const animation = new DOMAnimate(0, 1, x => {
document.getElementById('id').style.opacity = x;
}, {
easing: [0.25, 0.46, 0.45, 0.9],
delay: 1000 //1s
});animation.pause(); //delay is paused.
animation.resume(); //delay is resumed/* without autoplay */
const animation = new DOMAnimate(0, 1, x => {
document.getElementById('id').style.opacity = x;
}, {
easing: [0.25, 0.46, 0.45, 0.9],
delay: 1000, //1s
autoplay: false
});animation.play(); //delay starts now, along with rest of animation
```## API
### `constructor({number} start, {number} end, {function} lamda, {object=} options)`
#### `{int} start`
The start value of the animation.
#### `{int} end`
The end value of the animation.
#### `{function} lambda({number} x)`
The function that sets the styles on frame update. `x` is a number that
represents the current frame's animation value.#### `{object=} options`
An optional map of parameters:
###### `{boolean} autoplay`
If true, the animation will start as soon as `animation()` is called. [Default: `true`]
###### `{integer} duration`
Animation duration in milliseconds. (Default: `400`)
###### `{array} easing`
An array to pass to the cubic-bezier easing function. (Default: `Animator.EASE_IN_OUT`)
###### `{function} onComplete`
A callback function that is called when the animation is finished.
###### `{function} timingFunction`
Lambda function that is used to call the `tick()` method. By default, if in a browser
environment, this will be `window.requestAnimationFrame`, `window.webkitRequestAnimationFrame`,
etc. If your environment doesn't support these methods, and you don't provide your own,
a default timing function will be used that is called at 60fps.### `play()`
Starts the animation.
### `stop()`
Ends any current animation.
### `pause()`
Pauses any current animation.
### `resume()`
Resumes any current animation.
## Constants
### `EASING`
`dom-animate` ships with a small Bezier Curve library:
- `EASING.EASE`
- `EASING.EASE_IN`
- `EASING.EASE_OUT`
- `EASING.EASE_IN_OUT`
- `EASING.LINEAR`## Additional Resources
- [Jank Free](http://jankfree.org/)
- [CSS Tricks article](https://css-tricks.com/tale-of-animation-performance/)
- [CSS Tricks](https://css-tricks.com)## License
[MIT](https://github.com/mhweiner/dom-animate/blob/master/LICENSE). Free to use in all your things!
## Contribution
DO IT! PR's welcome. Need to add testing and linting.