1.2.7 • Published 2 years ago
@md5crypt/animator v1.2.7
Statefull animator library
All animators are updated during a static Animator.update(deltaMs) call that should be executed each frame.
Alternatively an animator can be created in detached mode, a detached animator has to be updated independently each frame.
During the update routine the current state's animation callback is executed. A single animator state lifecycle looks like this:
setupcallback is called when a state is entered- animator is halted for
delayBeforems - for
durationmsanimationcallback is called every update - animator is halted for
delayAfterms - if
transitionis a string stage is changed to given state and the cycle repeats, if its a function its called and the result is used as the next state
Few notes:
- all callbacks have two arguments,
selfpointing to the animator instance andparamsbeing simply a shortcut toself.parameters self.parameterscan be used to store user data on the animation instance, it in not used internally- default initial state is called
initial. Animator can be started from a different initial state by passing the state name to thestartmethod stopis a special state, transitioning to it will stop the animatoranimationcallback is always called at least once, even ifdurationis 0- progress of current state (based on duration) can be accessed as
self.progress, the value is in the range from 0 to 1 animationcallback is always called withself.progressequal to 1 to ensure proper end states of animated objects- returning
falsefromtransitioncallback prevents state transition. If state hasloopset to true the state will reset (setupcallback and delays will not executed). Ifloopis not set animator will retry callingtransitionnext update. pauseis a special state, transitioning topausestops update calls untilresumeis called on the animator.interruptcallback, if set, is called after everyanimationcallback. Returningfalsecontinues normal operation, returning a string executes a state transition. It can be used trigger a state transition mid duration.overflowcontrols precise timing. It is set by default. When set if a states duration is 20ms and update call happened and 25ms that 5s will be cut from next state's duration.- duration / delays and other state parameters can be changed dynamically during runtime from callbacks.
updatecallback is usually used for this. Current state configuration can be accessed viaself.currentState, other states can be accessed viaself.states.[state name] self.interpolate(from, to, func)call can be used to easily animate a value using a given easing function.self.progresswill be used internally. Easing function can be selected from one of many presets (based on standard css easing functions) or be passed as a function.
full state configuration object below:
export interface State<P extends Record<string, any>, T extends string> {
duration: number
delayBefore: number
delayAfter: number
loop: boolean
overflow: boolean
transition: string | ((context: Animator<P, T>, params: P) => string | false)
interrupt?: ((context: Animator<P, T>, params: P) => string | false)
animation: (context: Animator<P, T>, params: P) => void
setup?: (context: Animator<P, T>, params: P) => void
}