yy-animate v1.6.8
This library is deprecated. Try its replacement pixi-ease on github or npm. Same functionality, new packaging, better events and easier cleanup.
animate.js
yet another javascript animation library (designed specifically for games and PIXI.js)
Live Example
https://davidfig.github.io/animate/
Installation
npm install yy-animate
API Reference
Classes
Functions
angle
animate object's {x, y} using an angle
Kind: global class
new angle(object, angle, speed, duration, options)
Param | Type | Default | Description |
---|---|---|---|
object | object | to animate | |
angle | number | in radians | |
speed | number | in pixels/millisecond | |
duration | number | 0 | in milliseconds; if 0, then continues forever |
options | object | @see Wait |
face
Rotates an object to face the target
Kind: global class
new face(object, target, speed, options)
Param | Type | Description |
---|---|---|
object | object | |
target | Point | |
speed | number | in radians/millisecond |
options | object | @see Wait |
options.keepAlive | boolean | don't stop animation when complete |
movie
animate a movie of textures
Kind: global class
Examples: // animate sprite to (20, 20) over 1s using easeInOuTsine, and then reverse the animation
new Animate.movie(sprite, texture1, texture2, texture3, 500);
new movie(object, textures, duration, options)
Param | Type | Default | Description |
---|---|---|---|
object | object | to animate | |
textures | array | parameters to animate, e.g.: {alpha: 5, scale: {x, 5} rotation: Math.PI} | |
duration | number | 0 | time to run (use 0 for infinite duration--should only be used with customized easing functions) |
options | object | ||
options.wait | number | 0 | n milliseconds before starting animation (can also be used to pause animation for a length of time) |
options.pause | boolean | start the animation paused | |
options.repeat | boolean | number | true: repeat animation forever; n: repeat animation n times | |
options.reverse | boolean | number | true: reverse animation (if combined with repeat, then pulse); n: reverse animation n times | |
options.continue | boolean | number | true: continue animation with new starting values; n: continue animation n times | |
options.load | function | loads an animation using a .save() object; note the * parameters below cannot be loaded and must be re-set | |
options.ease | function | function from easing.js (see http://easings.net for examples)* | |
options.renderer | Renderer | sets Renderer.dirty for each loop* | |
options.onDone | function | function pointer for when the animation expires* | |
options.onCancel | function | function pointer called after cancelled* | |
options.onWait | function | function pointer for wait* | |
options.onFirst | function | function pointer for first time update is called (does not include pause or wait time)* | |
options.onEach | function | function pointer called after each update* | |
options.onLoop | function | function pointer called after a revere, repeat, or continue* |
shake
shakes an object or list of objects
Kind: global class
new shake(object, amount, duration, options)
Param | Type | Description |
---|---|---|
object | object | array | or list of objects to shake |
amount | number | to shake |
duration | number | (in milliseconds) to shake |
options | object | (see Animate.wait) |
target
move an object to a target's location
Kind: global class
new target(object, target, speed, options)
move to a target
Param | Type | Description |
---|---|---|
object | object | object to animate |
target | object | object needs to contain {x: x, y: y} |
speed | number | number of pixels to move per millisecond |
options | object | @see Wait |
options.keepAlive | boolean | don't cancel the animation when target is reached |
tint
changes the tint of an object
Kind: global class
new tint(object, tint, duration, options)
Param | Type | Default | Description |
---|---|---|---|
object | PIXI.DisplayObject | Array.<PIXI.DisplayObject> | ||
tint | number | ||
duration | number | 0 | in milliseconds, if 0, repeat forever |
options | object | @see Wait |
to
animate any numeric parameter of an object or array of objects
Kind: global class
Examples: // animate sprite to (20, 20) over 1s using easeInOuTsine, and then reverse the animation
new Animate.to(sprite, {x: 20, y: 20}, 1000, {reverse: true, ease: Easing.easeInOutSine});
// animate list of sprites to a scale over 10s after waiting 1s
new Animate.to(sprite1, sprite2, sprite3, {scale: {x: 0.25, y: 0.25}}, 10000, {wait: 1000});
new to(object, goto, duration, options)
Param | Type | Default | Description |
---|---|---|---|
object | object | to animate | |
goto | object | parameters to animate, e.g.: {alpha: 5, scale: {x, 5} rotation: Math.PI} | |
duration | number | 0 | time to run (use 0 for infinite duration--should only be used with customized easing functions) |
options | object | ||
options.wait | number | 0 | n milliseconds before starting animation (can also be used to pause animation for a length of time) |
options.pause | boolean | start the animation paused | |
options.repeat | boolean | number | true: repeat animation forever; n: repeat animation n times | |
options.reverse | boolean | number | true: reverse animation (if combined with repeat, then pulse); n: reverse animation n times | |
options.continue | boolean | number | true: continue animation with new starting values; n: continue animation n times | |
options.orphan | boolean | delete animation if .parent of object (or first object in list) is null | |
options.load | function | loads an animation using an .save() object; note the * parameters below cannot be loaded and must be re-set | |
options.ease | function | function from easing.js (see http://easings.net for examples)* | |
options.renderer | Renderer | sets Renderer.dirty for each loop* | |
options.onDone | function | function pointer for when the animation expires* | |
options.onCancel | function | function pointer called after cancelled* | |
options.onWait | function | function pointer for wait* | |
options.onFirst | function | function pointer for first time update is called (does not include pause or wait time)* | |
options.onEach | function | function pointer called after each update* | |
options.onLoop | function | function pointer called after a revere, repeat, or continue* |
wait
base class for all animations
Kind: global class
new wait(object, options)
Param | Type | Default | Description |
---|---|---|---|
object | object | to animate | |
options | object | ||
options.wait | number | 0 | n milliseconds before starting animation (can also be used to pause animation for a length of time) |
options.pause | boolean | start the animation paused | |
options.repeat | boolean | number | true: repeat animation forever; n: repeat animation n times | |
options.reverse | boolean | number | true: reverse animation (if combined with repeat, then pulse); n: reverse animation n times | |
options.continue | boolean | number | true: continue animation with new starting values; n: continue animation n times | |
options.id | number | user-generated id (e.g., I use it to properly load animations when an object has multiple animations running) | |
options.orphan | boolean | delete animation if .parent of object (or first object in list) is null | |
options.load | function | loads an animation using an .save() object; note the * parameters below cannot be loaded and must be re-set | |
options.ease | function | string | function (or penner function name) from easing.js (see http://easings.net for examples)* | |
options.renderer | Renderer | sets Renderer.dirty for each loop* | |
options.onDone | function | function pointer for when the animation expires* | |
options.onCancel | function | function pointer called after cancelled* | |
options.onWait | function | function pointer for wait* | |
options.onFirst | function | function pointer for first time update is called (does not include pause or wait time)* | |
options.onEach | function | function pointer called after each update* | |
options.onLoop | function | function pointer called after a revere, repeat, or continue* |
load(object(s), load, options)
restart an animation = require(a saved state
Kind: global function
Param | Type | Description |
---|---|---|
object(s) | object | to animate (cannot be saved) |
load | object | object = require(.save() |
options | object | include any additional options that cannot be saved (e.g., onDone function pointer) |
Copyright (c) 2016 YOPEY YOPEY LLC - MIT License - Documented by jsdoc-to-markdown
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