在这之前,大家应该了解了缓动函数(Easing Functions)的概念:
动画的每一帧需要计算一次元素样式,如果样式改变则需要重绘屏幕。细一点讲,当我们每调用一次计时器函数,需要通过向缓动函数传入一些动画上下文变量,从而获取到元素的某个样式在当前帧合理的值。
我所了解的缓动函数实现方式有两种,一种是tbcd方式(Robert Penner's Easing Functons)
function(t,b,c,d){ return c*t/d + b;}
t: timestamp 以毫秒(ms)为单位,指从第一帧到当前帧所经历的时间b: beginning position,变量初始值c: change 变量改变量(即在整个动画过程中,变量将从 b 变到 b + c)d: duration 动画时间
另一种是mootools的单参数方式,由于我没了解过,这里就不说了,这里主要说一下第一种方式。
整个动画模块为Animation,其接受多个参数(元素, 动画样式, 持续时间[, 缓动函数名][, 回调函数]),是一个构造函数,调用方式为:
var animation = new Animation(test, {width: {value: "500px"}, 500, "sin", function(){ console.log("complete");});animation.stop();
其中,每个样式属性可单独指定持续时间与缓动函数名,但回调函数必须等到所有动画结束才调用。
Animaion模块定义如下:
1 var Animation = function(){ 2 3 var debug = false, //如果debug,遇到异常将抛出 4 unit = {}, //样式存取函数,详见下方each函数 5 fx = { //缓动函数 6 linear: function(currentTime, initialDistance, totalDistance, duration){ //自带一个线性缓动函数 7 return initialDistance + (currentTime / duration * totalDistance); 8 } 9 }, 10 getTime = function(){ //获取当前时间(ms或更精确) 11 return window.performance.now && performance.now() || new Date().getTime(); 12 }, 13 executorCanceler = window.cancelAnimationFrame, //取消帧函数 14 executor = window.requestAnimationFrame //帧执行函数 15 || window.webkitRequestAnimationFrame 16 || window.msRequestAnimationFrame 17 || window.mozRequestAnimationFrame 18 || window.oRequestAnimationFrame 19 || function(){ 20 var callbacks = []; 21 22 !function frame(){ 23 var oldTime = getTime(), 24 tmp = callbacks; 25 26 callbacks = []; 27 28 for(var i = 0, length = tmp.length; i < length; i++){ 29 tmp[i].callback(oldTime); 30 } 31 32 var currentTime = getTime(), 33 delayTime = Math.max(16.66 - currentTime + oldTime, 0); 34 35 setTimeout(frame, delayTime); 36 }(); 37 38 executorCanceler = function(id){ 39 for(var i = 0, length = callbacks.length; i < length; i++){ 40 if(callbacks[i].id === id) callbacks.splice(i, 1); 41 } 42 } 43 44 return function(callback){ 45 var context = {callback: callback, id: Math.random()}; 46 callbacks.push(context); 47 return context.id; 48 } 49 }(), 50 /* 51 * 为每个属性运行此函数,类似于启动一个线程(虽然不是真正的线程) 52 */ 53 animate = function(element, attribute, distances, duration, timingFunction, completeCallback){ 54 var oldTime = getTime(), 55 animationPassedTime = 0, 56 executorReference = executor(function anonymous(currentTimeStamp){ 57 animationPassedTime = currentTimeStamp - oldTime; 58 59 var computedValues = []; //computedValues为缓动函数计算值,可能返回数值或者数组(按动画属性不同,比如rgb) 60 61 if(animationPassedTime >= duration){ 62 if(distances.length > 1){ 63 for(var j = 0, length = distances.length; j < length; j++){ 64 computedValues.push(distances[j][0] + distances[j][1]); 65 } 66 } else { 67 computedValues = distances[0][0] + distances[0][1]; 68 } 69 70 stop(); 71 } else { 72 if(distances.length > 1){ 73 for(var i = 0, length = distances.length; i < length; i++){ 74 computedValues.push(fx[timingFunction](animationPassedTime, distances[i][0], distances[i][1], duration)); 75 } 76 } else { 77 computedValues = fx[timingFunction](animationPassedTime, distances[0][0], distances[0][1], duration); 78 } 79 80 animationPassedTime = getTime() - oldTime; 81 executorReference = executor(anonymous); 82 } 83 unit[attribute].setter(element, computedValues); 84 }, Math.random()), 85 completed = false, 86 stop = function(){ 87 executorCanceler(executorReference); 88 completeCallback(); //执行回调函数 89 }; 90 91 return { 92 stop: stop 93 } 94 }, 95 /* 96 * Animation 引用的函数,此函数返回一个包含所有动画属性的控制对象(如停止操作),因此可以采取函数调用或者new的方式创建一个动画对象 97 */ 98 init = function(element, animationVars, duration, timingFunction, callback){ 99 100 var animateQueue = {}, animationCount = 0, animationCompletedCount = 0, completeCallback = function(){101 return function(){ //每个animate完成后调用此函数,当计数器满调用callback102 animationCompletedCount ++;103 104 if(animationCount === animationCompletedCount){105 typeof timingFunction === "function" ? timingFunction() : callback && callback();106 }107 }108 }();109 110 if(!element.nodeType){111 if(debug)112 throw "an htmlElement is required";113 return;114 }115 116 for(var attribute in animationVars){117 if(!(attribute in unit)){118 if(debug){119 throw "no attribute handler";120 }121 122 return;123 }124 125 try {126 var initialDistance = unit[attribute].getter(element),127 finalDistance = unit[attribute].getter(animationVars[attribute].value || animationVars[attribute]),128 distances = [];129 130 if(typeof initialDistance === "number"){131 distances.push([initialDistance, finalDistance - initialDistance]);132 } else {133 for(var i = 0, length = initialDistance.length; i < length; i++){134 distances.push([initialDistance[i], finalDistance[i] - initialDistance[i]]);135 }136 }137 /*138 * 可以为每个属性指定缓动函数与时间139 */140 animateQueue[attribute] = animate(element, attribute, distances, animationVars[attribute].duration || duration, animationVars[attribute].timingFunction || (typeof timingFunction === "string" ? timingFunction : false) || "linear", completeCallback);141 } catch (e) {142 if(debug) {143 throw "an error occurred: " + e.stack;144 }145 146 return;147 }148 149 animationCount ++;150 }151 152 animateQueue.stop = function() {153 for(var attribute in animateQueue) {154 animateQueue[attribute].stop && animateQueue[attribute].stop();155 }156 }157 158 return animateQueue;159 };160 161 init.config = function(configVars){162 if(configVars){163 if(configVars.fx) {164 for(var fxName in configVars.fx){165 if(typeof configVars.fx[fxName] === "function"){166 fx[fxName] = configVars.fx[fxName];167 }168 }169 }170 171 if(configVars.unit) {172 for(var unitName in configVars.unit){173 if(typeof configVars.unit[unitName] === "object"){174 unit[unitName] = configVars.uni
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