animation-stepper
Version:
Javascript library to handle several animations at once using a singleton approach. One window.requestAnimationFrame instance will be running in the background to orchest all animations.
115 lines (92 loc) • 4.82 kB
HTML
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>Script-based animation using requestAnimationFrame</title>
<style>
body {
background-color: black;
color: rgb(77, 77, 77);
}
div {
position: absolute;
left: 10px;
padding: 50px;
background: rgb(31, 31, 31);
color: rgb(77, 77, 77);
top: 100px;
}
</style>
<script>
/*
Opera engineer Erik Möller wrote about rAF and developed a polyfill that better handles
browsers without native support. You can read about it, but basically his code will choose
a delay of between 4ms and 16ms in order to more closely match 60fps. Here it is, in case
you’d like to use it. Note it uses the standard method name. I have also fixed the cancel*
method’s name, as it has changed in WebKit.
*/
/*
(function() {
var lastTime = 0;
var vendors = ['webkit', 'moz'];
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
window.cancelAnimationFrame =
window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame)
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
timeToCall);
lastTime = currTime + timeToCall;
return id;
};
if (!window.cancelAnimationFrame)
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}());
*/
(function() {
var lastTime = 0,
vendors = ['ms', 'moz', 'webkit', 'o'],
x,
length,
currTime,
timeToCall;
for(x = 0, length = vendors.length; x < length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
window.cancelAnimationFrame =
window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame)
window.requestAnimationFrame = function(callback, element) {
currTime = new Date().getTime();
timeToCall = Math.max(0, 16 - (currTime - lastTime));
lastTime = currTime + timeToCall;
return window.setTimeout(function() { callback(currTime + timeToCall); },
timeToCall);
};
if (!window.cancelAnimationFrame)
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}());
// requestAnimationFrame polyfill ends here.
</script>
</head>
<body>
<b>Check the console to see this working</b>
<button onclick="window.myFunction('CANCEL-PREVIOWS')">Launch! (Cancel previous)</button>
<button onclick="window.myFunction('IF-PREVIOUS-FINISHED')">Launch if previous finished</button>
<button onclick="window.myFunction('ADD-TO-QUEUE')">Add to queue.</button>
<button onclick="window.myFunction('ADD-TO-QUEUE-IF-ABOUT-TO-FINISH')">Add to queue IF THE MOVEMENT IS ABOUT TO FINISH, 70% or 85%, Step 4... etc </button>
<div><p id="thing" style="margin-left: 20px;">thing</p></div>
<script src="https://code.jquery.com/jquery-2.2.4.min.js" integrity="sha256-BbhdlvQf/xTY9gja0Dq3HiwQF8LaCRTXxZKRutelT44=" crossorigin="anonymous"></script>
<script type="text/javascript" src="./demo-0.js"></script>
</body>
</html>