原声Javascript基础实列几个最基本的特效,
即:移动,渐变和尺寸变化。
Js中实现动画都是靠setInterval或者setTimeout来实现。setInterval自身就能不断循环来执行计算从而显示新的帧,setTimeout是间隔一段时间后仅执行一次,他需要配合函数循环实现,很多人偏爱setTimeout来实现。本文采用setInterval实现。
普通人眼能看到1/24秒,就是说1秒至少24帧,每次移位间隔需要小于1000/24=41.7毫秒,也就说setInterval要每隔至少40毫秒执行一次,一般地,我们采用10毫秒,当然间隔时间越短,客户端执行计算次数就越多,如果你code计算量大则可以适当调长些。
代码如下:
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首先贴上封装好的动画类Animation。
Animation Animation = { timer: 10, SetOpacity: function(obj, n) { if (document.all) { obj.filters.alpha.opacity = n; } else { obj.style.opacity = n / 100; } }, fade: function(obj, target, count, Func) { obj = this.getItself(obj); var currentCount = 0; count = Math.abs(count) || 1; target = target < 0 ? 0 : (target > 100) ? 100 : target; var init = document.all ? obj.filters.alpha.opacity : window.getComputedStyle(obj, null).opacity * 100; Func = Func || Tween.Linear; var opr = this; var flag = setInterval(function() { if (currentCount > count) { clearInterval(flag); } else { currentCount++; var tmp = Func(init, target, currentCount, count); opr.SetOpacity(obj, tmp); //清除小数点的误差 if (Math.abs(tmp - target) < 1) { opr.SetOpacity(obj, target); } } } , this.timer); }, resize: function(obj, targetPos, count, Func) { obj = this.getItself(obj); var currentCount = 0; count = Math.abs(count) || 1; var initPos = { x: obj.offsetWidth, y: obj.offsetHeight } Func = Func || Tween.Linear; targetPos = { x: targetPos.x < 0 ? 0 : targetPos.x, y: targetPos.y < 0 ? 0 : targetPos.y } var flag = setInterval(function() { if (currentCount > count) { clearInterval(flag); } else { currentCount++; var tmpX = Func(initPos.x, targetPos.x, currentCount, count); var tmpY = Func(initPos.y, targetPos.y, currentCount, count); //width值不能小于0,但是算法返回值有可能出现负值 try { obj.style.width = tmpX + "px"; obj.style.height = tmpY + "px"; } catch (e) { } //清除小数点的误差 if (Math.abs(tmpX - targetPos.x) < 1) { obj.style.width = targetPos.x + "px"; } if (Math.abs(tmpY - targetPos.y) < 1) { obj.style.height = targetPos.y + "px"; } } } , this.timer); }, move: function(obj, targetPos, count, Func) { obj = this.getItself(obj); var currentCount = 0; count = Math.abs(count) || 1; var elPos = this.getElementPos(obj); var initPos = { x: elPos.x, y: elPos.y } Func = Func || Tween.Linear; var flag = setInterval(function() { if (currentCount > count) { clearInterval(flag); } else { currentCount++; var tmpX = Func(initPos.x, targetPos.x, currentCount, count); var tmpY = Func(initPos.y, targetPos.y, currentCount, count); obj.style.left = tmpX + "px"; obj.style.top = tmpY + "px"; //清除小数点的误差 if (Math.abs(tmpX - targetPos.x) < 1) { obj.style.left = targetPos.x + "px"; } if (Math.abs(tmpY - targetPos.y) < 1) { obj.style.top = targetPos.y + "px"; } } } , this.timer); }, getElementPos: function(el) { el = this.getItself(el); var _x = 0, _y = 0; do { _x += el.offsetLeft; _y += el.offsetTop; } while (el = el.offsetParent); return { x: _x, y: _y }; }, getItself: function(id) { return "string" == typeof id ? document.getElementById(id) : id; } }
其中fade方法是实现渐变效果的,resize方法是改变对象尺寸大小的,move方法是实现移动效果的。首先看下move方法,其他2个方法实现其实是类似的。
move方法的调用:Animation.move('divObj',{x:500,y:500},100,Tween.Quart.easeInOut); 第一个参数是移动的对象,第二个参数是移动的目标坐标,第三个参数是一共执行多少次移位,即移动时间内一共的帧数,即执行多少次,第4个参数是可选参数,指定Tween具体算法,若不加,则默认采用Tween.Linear。
移动问题的关键就是每次移位后,应该将移动对象定位到什么位置,即其left和top是多少。来看一个简单的数学题,当我们知道了一个点的起始位置initPos和终点位置targetPos,要求在count次移动后达到终点,该点为匀速运动,求第currentCount次移动后该点位置在哪里?显然的位置在:(targetPos - initPos)*(currentCount/count)+initPos。这个就是Tween.Linear算法。当这个点不是匀速运动时,就是Tween的其他算法。Tween来自Flash的AS,你可以参考http://www.robertpenner.com/easing/easing_demo.html去查看Tween各种算法的运动效果,也可以参考cloudgamer的一篇文章JavaScript Tween算法及缓动效果。相比下,我将Tween各种算法的传入参数稍改了下,将移动的总距离的运算放到了Tween算法内部,然后最后个参数是作为总共计算次数理解的,而不是持续时间。我本来是想用持续时间运算的,但是发现还是要将持续时间除以10毫秒得到总次数,然后参与运算,总次数还可能非整数,有误差,所以我干脆直接传总次数过来,当然你也可以改成持续时间。那在应用时,究竟移动次数应该写多少,在每次间隔10毫秒进行移动下,次数越多,耗时越长。譬如采用Tween.Linear计算移动位置时,大概是耗时count*10ms的1.5倍,譬如写100,就是100*10*1.5=1.5s左右,这个多出来的0.5倍是Tween.Linear计算花费的时间。贴上改写后的Tween。
Tween /* t:currentCount 当前执行第t次 b:initPos 初始值 c:targetPos - initPos 发生偏移的距离值 d:count 一共执行d次 效果:http://www.robertpenner.com/easing/easing_demo.html JavaScript Tween算法及缓动效果 http://www.cnblogs.com/cloudgamer/archive/2009/01/06/tween.html */ var Tween = { Linear: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return c * t / d + b; }, Quad: { easeIn: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return c * (t /= d) * t + b; }, easeOut: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return -c * (t /= d) * (t - 2) + b; }, easeInOut: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; if ((t /= d / 2) < 1) return c / 2 * t * t + b; return -c / 2 * ((--t) * (t - 2) - 1) + b; } }, Cubic: { easeIn: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return c * (t /= d) * t * t + b; }, easeOut: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return c * ((t = t / d - 1) * t * t + 1) + b; }, easeInOut: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; if ((t /= d / 2) < 1) return c / 2 * t * t * t + b; return c / 2 * ((t -= 2) * t * t + 2) + b; } }, Quart: { easeIn: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return c * (t /= d) * t * t * t + b; }, easeOut: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return -c * ((t = t / d - 1) * t * t * t - 1) + b; }, easeInOut: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; 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(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return c * (t /= d) * t * t * t * t + b; }, easeOut: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return c * ((t = t / d - 1) * t * t * t * t + 1) + b; }, easeInOut: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; 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(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return -c * Math.cos(t / d * (Math.PI / 2)) + c + b; }, easeOut: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return c * Math.sin(t / d * (Math.PI / 2)) + b; }, easeInOut: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b; } }, Expo: { easeIn: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return (t == 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b; }, easeOut: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return (t == d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b; }, easeInOut: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; 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(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b; }, easeOut: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return c * Math.sqrt(1 - (t = t / d - 1) * t) + b; }, easeInOut: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; 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(initPos, targetPos, currentCount, count, a, p) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; if (t == 0) return b; if ((t /= d) == 1) return b + c; if (!p) p = d * .3; if (!a || a < Math.abs(c)) { a = c; var s = p / 4; } else var 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(initPos, targetPos, currentCount, count, a, p) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; if (t == 0) return b; if ((t /= d) == 1) return b + c; if (!p) p = d * .3; if (!a || a < Math.abs(c)) { a = c; var s = p / 4; } else var 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(initPos, targetPos, currentCount, count, a, p) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; if (t == 0) return b; if ((t /= d / 2) == 2) return b + c; if (!p) p = d * (.3 * 1.5); if (!a || a < Math.abs(c)) { a = c; var s = p / 4; } else var 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(initPos, targetPos, currentCount, count, s) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; if (s == undefined) s = 1.70158; return c * (t /= d) * t * ((s + 1) * t - s) + b; }, easeOut: function(initPos, targetPos, currentCount, count, s) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; if (s == undefined) s = 1.70158; return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b; }, easeInOut: function(initPos, targetPos, currentCount, count, s) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; if (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(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; return c - Tween.Bounce.easeOut(d - t, 0, c, d) + b; }, easeOut: function(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; 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(initPos, targetPos, currentCount, count) { var b = initPos, c = targetPos - initPos, t = currentCount, d = count; 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; } } }
相比move方法,fade方法是用Tween算法去计算透明度,而resize方法是用Tween算法去计算width和height,没有大的区别。利用这3个特效,一些简单的动画都能实现了。如果某对象要在移动过程中同时改变大小和设置透明度,只要三个方法连续写下来即可。如:
(ps:若无特别声明,均可在IE/FF/Chrome中运行)