requestanimationframe用法

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

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 );
下面是由Paul Irish及其他贡献者放在GitHub Gist上的代码片段,用于在浏览器不支持requestAnimationFrame情况下的回退,回退到使用setTmeout的情况。当然,如果你确定代码是工作在现代浏览器中,下面的代码是不必的。

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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);
     };
}());
CSS3支持的动画效果有限

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;
看个球的动画效果 http://www.zhangxinxu.com/study/201309/requestanimationframe-tween-easeoutbounce.html

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();
};

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