基本语法
可以直接调用,也可以通过window来调用,接收一个函数作为回调,返回一个ID值,通过把这个ID值传给window.cancelAnimationFrame()可以取消该次动画。
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requestAnimationFrame(callback)
//callback为回调函数
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一个简单的例子
模拟一个进度条动画,初始div宽度为1px,在step函数中将进度加1然后再更新到div宽度上,在进度达到100之前,一直重复这一过程。
为了演示方便加了一个运行按钮(看不到例子请刷新)。
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<div id=
"test"
style=
"width:1px;height:17px;background:#0f0;"
>0%</div>
<input type=
"button"
value=
"Run"
id=
"run"
/>
复制代码
window.requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
var
start =
null
;
var
ele = document.getElementById(
"test"
);
var
progress = 0;
function
step(timestamp) {
progress += 1;
ele.style.width = progress +
"%"
;
ele.innerHTML=progress +
"%"
;
if
(progress < 100) {
requestAnimationFrame(step);
}
}
requestAnimationFrame(step);
document.getElementById(
"run"
).addEventListener(
"click"
,
function
() {
ele.style.width =
"1px"
;
progress = 0;
requestAnimationFrame(step);
},
false
);
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(
function
() {
var
lastTime = 0;
var
vendors = [
'ms'
,
'moz'
,
'webkit'
,
'o'
];
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);
};
}());
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由于CSS3动画的贝塞尔曲线是一个标准3次方曲线(详见:贝塞尔曲线与CSS3动画、SVG和canvas的基情),因此,只能是:Linear,Sine,Quad,Cubic,Expo等,但对于Back,Bounce等缓动则只可观望而不可亵玩焉。
下面这张图瞅瞅,那些波澜壮阔的曲线都是CSS3木有的~~
先给大家普及下缓动(Tween)知识吧:
- Linear:无缓动效果
- Quadratic:二次方的缓动(t^2)
- Cubic:三次方的缓动(t^3)
- Quartic:四次方的缓动(t^4)
- Quintic:五次方的缓动(t^5)
- Sinusoidal:正弦曲线的缓动(sin(t))
- Exponential:指数曲线的缓动(2^t)
- Circular:圆形曲线的缓动(sqrt(1-t^2))
- Elastic:指数衰减的正弦曲线缓动
- 超过范围的三次方缓动((s+1)*t^3 – s*t^2)
- 指数衰减的反弹缓动
每个效果都分三个缓动方式,分别是(可采用后面的邪恶记忆法帮助记忆):
- easeIn:从0开始加速的缓动,想象OOXX进去,探路要花时间,因此肯定是先慢后快的;
- easeOut:减速到0的缓动,想象OOXX出来,肯定定先快后慢的,以防掉出来;
- easeInOut:前半段从0开始加速,后半段减速到0的缓动,想象OOXX进进出出,先慢后快然后再慢。
每周动画效果都有其自身的算法。我们都知道jQuery UI中就有缓动,As脚本也内置了缓动,其中的运动算法都是一致的。我特意弄了一份,哦呵呵呵~~(因为较高,滚动显示),或GitHub访问:
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/*
* Tween.js
* t: current time(当前时间)
* b: beginning value(初始值)
* c: change in value(变化量)
* d: duration(持续时间)
*/
var
Tween = {
Linear:
function
(t, b, c, d) {
return
c*t/d + b; },
Quad: {
easeIn:
function
(t, b, c, d) {
return
c * (t /= d) * t + b;
},
easeOut:
function
(t, b, c, d) {
return
-c *(t /= d)*(t-2) + b;
},
easeInOut:
function
(t, b, c, d) {
if
((t /= d / 2) < 1)
return
c / 2 * t * t + b;
return
-c / 2 * ((--t) * (t-2) - 1) + b;
}
},
Cubic: {
easeIn:
function
(t, b, c, d) {
return
c * (t /= d) * t * t + b;
},
easeOut:
function
(t, b, c, d) {
return
c * ((t = t/d - 1) * t * t + 1) + b;
},
easeInOut:
function
(t, b, c, d) {
if
((t /= d / 2) < 1)
return
c / 2 * t * t*t + b;
return
c / 2*((t -= 2) * t * t + 2) + b;
}
},
Quart: {
easeIn:
function
(t, b, c, d) {
return
c * (t /= d) * t * t*t + b;
},
easeOut:
function
(t, b, c, d) {
return
-c * ((t = t/d - 1) * t * t*t - 1) + b;
},
easeInOut:
function
(t, b, c, d) {
if
((t /= d / 2) < 1)
return
c / 2 * t * t * t * t + b;
return
-c / 2 * ((t -= 2) * t * t*t - 2) + b;
}
},
Quint: {
easeIn:
function
(t, b, c, d) {
return
c * (t /= d) * t * t * t * t + b;
},
easeOut:
function
(t, b, c, d) {
return
c * ((t = t/d - 1) * t * t * t * t + 1) + b;
},
easeInOut:
function
(t, b, c, d) {
if
((t /= d / 2) < 1)
return
c / 2 * t * t * t * t * t + b;
return
c / 2*((t -= 2) * t * t * t * t + 2) + b;
}
},
Sine: {
easeIn:
function
(t, b, c, d) {
return
-c * Math.cos(t/d * (Math.PI/2)) + c + b;
},
easeOut:
function
(t, b, c, d) {
return
c * Math.sin(t/d * (Math.PI/2)) + b;
},
easeInOut:
function
(t, b, c, d) {
return
-c / 2 * (Math.cos(Math.PI * t/d) - 1) + b;
}
},
Expo: {
easeIn:
function
(t, b, c, d) {
return
(t==0) ? b : c * Math.pow(2, 10 * (t/d - 1)) + b;
},
easeOut:
function
(t, b, c, d) {
return
(t==d) ? b + c : c * (-Math.pow(2, -10 * t/d) + 1) + b;
},
easeInOut:
function
(t, b, c, d) {
if
(t==0)
return
b;
if
(t==d)
return
b+c;
if
((t /= d / 2) < 1)
return
c / 2 * Math.pow(2, 10 * (t - 1)) + b;
return
c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;
}
},
Circ: {
easeIn:
function
(t, b, c, d) {
return
-c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;
},
easeOut:
function
(t, b, c, d) {
return
c * Math.sqrt(1 - (t = t/d - 1) * t) + b;
},
easeInOut:
function
(t, b, c, d) {
if
((t /= d / 2) < 1)
return
-c / 2 * (Math.sqrt(1 - t * t) - 1) + b;
return
c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;
}
},
Elastic: {
easeIn:
function
(t, b, c, d, a, p) {
var
s;
if
(t==0)
return
b;
if
((t /= d) == 1)
return
b + c;
if
(
typeof
p ==
"undefined"
) p = d * .3;
if
(!a || a < Math.abs(c)) {
s = p / 4;
a = c;
}
else
{
s = p / (2 * Math.PI) * Math.asin(c / a);
}
return
-(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;
},
easeOut:
function
(t, b, c, d, a, p) {
var
s;
if
(t==0)
return
b;
if
((t /= d) == 1)
return
b + c;
if
(
typeof
p ==
"undefined"
) p = d * .3;
if
(!a || a < Math.abs(c)) {
a = c;
s = p / 4;
}
else
{
s = p/(2*Math.PI) * Math.asin(c/a);
}
return
(a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b);
},
easeInOut:
function
(t, b, c, d, a, p) {
var
s;
if
(t==0)
return
b;
if
((t /= d / 2) == 2)
return
b+c;
if
(
typeof
p ==
"undefined"
) p = d * (.3 * 1.5);
if
(!a || a < Math.abs(c)) {
a = c;
s = p / 4;
}
else
{
s = p / (2 *Math.PI) * Math.asin(c / a);
}
if
(t < 1)
return
-.5 * (a * Math.pow(2, 10* (t -=1 )) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;
return
a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p ) * .5 + c + b;
}
},
Back: {
easeIn:
function
(t, b, c, d, s) {
if
(
typeof
s ==
"undefined"
) s = 1.70158;
return
c * (t /= d) * t * ((s + 1) * t - s) + b;
},
easeOut:
function
(t, b, c, d, s) {
if
(
typeof
s ==
"undefined"
) s = 1.70158;
return
c * ((t = t/d - 1) * t * ((s + 1) * t + s) + 1) + b;
},
easeInOut:
function
(t, b, c, d, s) {
if
(
typeof
s ==
"undefined"
) s = 1.70158;
if
((t /= d / 2) < 1)
return
c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b;
return
c / 2*((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b;
}
},
Bounce: {
easeIn:
function
(t, b, c, d) {
return
c - Tween.Bounce.easeOut(d-t, 0, c, d) + b;
},
easeOut:
function
(t, b, c, d) {
if
((t /= d) < (1 / 2.75)) {
return
c * (7.5625 * t * t) + b;
}
else
if
(t < (2 / 2.75)) {
return
c * (7.5625 * (t -= (1.5 / 2.75)) * t + .75) + b;
}
else
if
(t < (2.5 / 2.75)) {
return
c * (7.5625 * (t -= (2.25 / 2.75)) * t + .9375) + b;
}
else
{
return
c * (7.5625 * (t -= (2.625 / 2.75)) * t + .984375) + b;
}
},
easeInOut:
function
(t, b, c, d) {
if
(t < d / 2) {
return
Tween.Bounce.easeIn(t * 2, 0, c, d) * .5 + b;
}
else
{
return
Tween.Bounce.easeOut(t * 2 - d, 0, c, d) * .5 + c * .5 + b;
}
}
}
}
Math.tween = Tween;
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相关源代码可以参见demo页面源代码
funFall = function() {
var start = 0, during = 100;
var _run = function() {
start++;
var top = Tween.Bounce.easeOut(start, objBall.top, 500 - objBall.top, during);
ball.css("top", top);
shadowWithBall(top); // 投影跟随小球的动 if (start < during) requestAnimationFrame(_run);
};
_run();
};