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速度版JS运动是指以速度为参照,随着路程的变化,时间随之变化;而时间版JS运动是指以时间为参照,随着路程的变化,速度随着变化。相较而言,时间版JS运动更为常用。JQ的animate就是时间版运动。本文将详细介绍时间版JS运动
为何速度版JS更容易理解呢?这要归功于定时器setInterval了。最容易想到的运行形式如下所示
setInterval(function(){ s = s + step },30)
每30ms,路程增加step,实际上就决定了以速度为参照。而step的值如何变化就决定了何种运动形式。以最简单的匀速运动为例
<button id="btn">开始运动</button> <button id="reset">还原</button> <div id="test" style="height: 100px;width: 100px;position:absolute;left:0;"></div> <script> var timer; reset.onclick = function(){history.go();} btn.onclick = function(){ timer = setInterval(function(){ if(test.offsetLeft < 500){ test.style.left = test.offsetLeft + 10 + ‘px‘; }else{ test.style.left = ‘500px‘; clearInterval(timer); } },30); } </script>
总路程s为500,每30ms,向前移动10,相当于速度为1000/3=333.3。最终计算得出花费时间t=s/v=500/333.3=1.5s
当路程发生变化时,仍然以333.3的速度运动,时间也发生相应的变化。这就是速度版运动
下面来介绍时间版运动,以匀速运动为例,先假设几个变量
距离 c(change position) 初始位置 b(beginning position) 最终位置 p(position) 持续时间 d(duration) 时间 t(time) 速度 v(velocity)
上面几个变量有如下等式
1、最终运动距离 = 最终位置 - 初始位置
c = p - b
2、最终运动距离 = 速度 * 持续时间
c = v * d
3、当前运动距离 = 当前位置 - 初始位置
c(当前) = p(当前) - b
4、当前运动距离 = 速度 * 时间
c(当前) = v * t
最终要表示为如下函数
p(当前) = ?(t)
因此,经过整理得出公式如下
p(当前) = b + c(当前) = b + v*t = b + c*t/d
最终结果为
p = t * c / d + b
下面将时间版匀速运动封装为一个名称为linearMove.js的文件
if (!window.requestAnimationFrame) { requestAnimationFrame = function(fn) { setTimeout(fn, 17); }; } if (!window.cancelAnimationFrame) { window.cancelAnimationFrame = function(id) { clearTimeout(id); }; } function getCSS(obj,style){ if(window.getComputedStyle){ return getComputedStyle(obj)[style]; } return obj.currentStyle[style]; } function linearMove(obj,json,times,fn){ //获取当前毫秒数 var startTime = +new Date(); /*获取初始值*/ var iCur = {}; for(var attr in json){ if(attr == ‘opacity‘){ //对当前值的取值进行四舍五入,去除由于javascript小数计数中的bug存在的小尾巴 iCur[attr] = Math.round(getCSS(obj,attr)*100); }else{ //去掉单位 iCur[attr] = parseInt(getCSS(obj,attr)); } } //清除定时器 cancelAnimationFrame(obj.timer); obj.timer = requestAnimationFrame(function func(){ //获取t、d参数 var d = times; var t = d - Math.max(0,startTime - (+new Date()) + d); for(var attr in json){ /*获取b、c、p这三个参数*/ var b = iCur[attr]; var c = json[attr]-iCur[attr]; var p = t * ( c / d ) + b; /*赋值操作*/ if(attr == ‘opacity‘){ obj.style.opacity = p / 100; obj.style.filter = ‘alpha(opacity=‘ + p + ‘)‘; }else{ obj.style[attr] = p + ‘px‘; } } obj.timer = requestAnimationFrame(func); /*运行指定时间后*/ if(t == d){ //清除定时器 cancelAnimationFrame(obj.timer); //设置回调函数 fn && fn.call(obj); } }); }
下面调用自己封装的linearMove.js来制作一个实例
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Document</title> </head> <body> <button id="btn">开始运动</button> <button id="reset">还原</button> <div id="test1" style="height: 100px;width: 100px;background: pink;position:absolute;left:0;"></div> <div id="test2" style="height: 100px;width: 100px;background: blue;position:absolute;top:250px;left:0;"></div> <script src="http://files.cnblogs.com/files/xiaohuochai/linearMove.js"></script> <script> reset.onclick = function(){history.go();} btn.onclick = function(){ linearMove(test1,{width:400,height:200,left:100},500,function(){ linearMove(test2,{width:300},500); }); linearMove(test2,{left:200},500) } </script> </body> </html>
Tween是一个来自flash的运动算法,包含各种经典的动画运动公式,详细列表如下
Linear:线性匀速运动效果; Quadratic(Quad):二次方的缓动(t^2); Cubic:三次方的缓动(t^3); Quartic(Quart):四次方的缓动(t^4); Quintic(Quint):五次方的缓动(t^5); Sinusoidal(Sine):正弦曲线的缓动(sin(t)); Exponential(Expo):指数曲线的缓动(2^t); Circular(Circ):圆形曲线的缓动(sqrt(1-t^2)); Elastic:指数衰减的正弦曲线缓动; Back:超过范围的三次方缓动((s+1)*t^3 – s*t^2); Bounce:指数衰减的反弹缓动。
每个效果都分三个缓动方式,分别是
easeIn:从0开始加速的缓动,也就是先慢后快; easeOut:减速到0的缓动,也就是先快后慢; easeInOut:前半段从0开始加速,后半段减速到0的缓动。
所有的这些缓动算法都离不开下面4个参数,t
, b
, c
, d
,含义如下:
t 当前时间 (time) b 初始位置 (beginning position) c 距离 (change position) d 持续时间 (duration)
tween的详细算法如下
// Tween类 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){ 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(t,b,c,d,a,p){ 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(t,b,c,d,a,p){ 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(t,b,c,d,s){ if (s == undefined) s = 1.70158; return c*(t/=d)*t*((s+1)*t - s) + b; }, easeOut: function(t,b,c,d,s){ if (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 (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; } } };
tween算法的精简版本如下所示
var Tween = { linear: function (t, b, c, d){ //匀速 return c*t/d + b; }, easeIn: function(t, b, c, d){ //加速曲线 return c*(t/=d)*t + b; }, easeOut: function(t, b, c, d){ //减速曲线 return -c *(t/=d)*(t-2) + b; }, easeBoth: function(t, b, c, d){ //加速减速曲线 if ((t/=d/2) < 1) { return c/2*t*t + b; } return -c/2 * ((--t)*(t-2) - 1) + b; }, easeInStrong: function(t, b, c, d){ //加加速曲线 return c*(t/=d)*t*t*t + b; }, easeOutStrong: function(t, b, c, d){ //减减速曲线 return -c * ((t=t/d-1)*t*t*t - 1) + b; }, easeBothStrong: function(t, b, c, d){ //加加速减减速曲线 if ((t/=d/2) < 1) { return c/2*t*t*t*t + b; } return -c/2 * ((t-=2)*t*t*t - 2) + b; }, elasticIn: function(t, b, c, d, a, p){ //正弦衰减曲线(弹动渐入) if (t === 0) { return b; } if ( (t /= d) == 1 ) { return b+c; } if (!p) { p=d*0.3; } 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; }, elasticOut: function(t, b, c, d, a, p){ //正弦增强曲线(弹动渐出) if (t === 0) { return b; } if ( (t /= d) == 1 ) { return b+c; } if (!p) { p=d*0.3; } 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; }, elasticBoth: function(t, b, c, d, a, p){ if (t === 0) { return b; } if ( (t /= d/2) == 2 ) { return b+c; } if (!p) { p = d*(0.3*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 - 0.5*(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 )*0.5 + c + b; }, backIn: function(t, b, c, d, s){ //回退加速(回退渐入) if (typeof s == ‘undefined‘) { s = 1.70158; } return c*(t/=d)*t*((s+1)*t - s) + b; }, backOut: function(t, b, c, d, s){ if (typeof s == ‘undefined‘) { s = 3.70158; //回缩的距离 } return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b; }, backBoth: 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; }, bounceIn: function(t, b, c, d){ //弹球减振(弹球渐出) return c - Tween[‘bounceOut‘](d-t, 0, c, d) + b; }, bounceOut: 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 + 0.75) + b; } else if (t < (2.5/2.75)) { return c*(7.5625*(t-=(2.25/2.75))*t + 0.9375) + b; } return c*(7.5625*(t-=(2.625/2.75))*t + 0.984375) + b; }, bounceBoth: function(t, b, c, d){ if (t < d/2) { return Tween[‘bounceIn‘](t*2, 0, c, d) * 0.5 + b; } return Tween[‘bounceOut‘](t*2-d, 0, c, d) * 0.5 + c*0.5 + b; } }
默认地, JQ只有两种运动形式,包括linear和swing
jQuery.easing = { linear: function( p ) { return p; }, swing: function( p ) { return 0.5 - Math.cos( p * Math.PI ) / 2; }, _default: "swing" };
可以利用tween算法来扩展JQ的运动形式,JQ源码中关于运动形式的函数如下所示
this.pos = eased = jQuery.easing[ this.easing ]( percent, this.options.duration * percent, 0, 1, this.options.duration );
可以看到,它有5个参数,分别对应tween算法中的p、t、d、c、d,因此需要对tween算法中的参数进行修改
<script src="http://cdn.bootcss.com/jquery/1.12.4/jquery.min.js"></script> <script> ;(function($){ $.extend(jQuery.easing,{ linear: function (p,t, b, c, d){ //匀速 return c*t/d + b; }, easeIn: function(p,t, b, c, d){ //加速曲线 return c*(t/=d)*t + b; }, easeOut: function(p,t, b, c, d){ //减速曲线 return -c *(t/=d)*(t-2) + b; }, easeBoth: function(p,t, b, c, d){ //加速减速曲线 if ((t/=d/2) < 1) { return c/2*t*t + b; } return -c/2 * ((--t)*(t-2) - 1) + b; }, easeInStrong: function(p,t, b, c, d){ //加加速曲线 return c*(t/=d)*t*t*t + b; }, easeOutStrong: function(p,t, b, c, d){ //减减速曲线 return -c * ((t=t/d-1)*t*t*t - 1) + b; }, easeBothStrong: function(p,t, b, c, d){ //加加速减减速曲线 if ((t/=d/2) < 1) { return c/2*t*t*t*t + b; } return -c/2 * ((t-=2)*t*t*t - 2) + b; }, elasticIn: function(p,t, b, c, d, a, p){ //正弦衰减曲线(弹动渐入) if (t === 0) { return b; } if ( (t /= d) == 1 ) { return b+c; } if (!p) { p=d*0.3; } 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; }, elasticOut: function(p,t, b, c, d, a, p){ //正弦增强曲线(弹动渐出) if (t === 0) { return b; } if ( (t /= d) == 1 ) { return b+c; } if (!p) { p=d*0.3; } 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; }, elasticBoth: function(p,t, b, c, d, a, p){ if (t === 0) { return b; } if ( (t /= d/2) == 2 ) { return b+c; } if (!p) { p = d*(0.3*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 - 0.5*(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 )*0.5 + c + b; }, backIn: function(p,t, b, c, d, s){ //回退加速(回退渐入) if (typeof s == ‘undefined‘) { s = 1.70158; } return c*(t/=d)*t*((s+1)*t - s) + b; }, backOut: function(p,t, b, c, d, s){ if (typeof s == ‘undefined‘) { s = 3.70158; //回缩的距离 } return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b; }, backBoth: function(p,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; }, bounceIn: function(p,t, b, c, d){ //弹球减振(弹球渐出) return c - this[‘bounceOut‘](p,d-t, 0, c, d) + b; }, bounceOut: function(p,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 + 0.75) + b; } else if (t < (2.5/2.75)) { return c*(7.5625*(t-=(2.25/2.75))*t + 0.9375) + b; } return c*(7.5625*(t-=(2.625/2.75))*t + 0.984375) + b; }, bounceBoth: function(p,t, b, c, d){ if (t < d/2) { return this[‘bounceIn‘](p,t*2, 0, c, d) * 0.5 + b; } return this[‘bounceOut‘](p,t*2-d, 0, c, d) * 0.5 + c*0.5 + b; } }); })(jQuery); </script>
下面利用扩展后的JQ插件来进行JQ的自定义运动
<button id="btn">开始运动</button> <button id="reset">还原</button> <div id="test" style="height: 100px;width: 100px;position:absolute;left:0;"></div>
<script> reset.onclick = function(){history.go();} btn.onclick = function(){ $(test).animate({width:300},1000,‘bounceBoth‘) } </script>
下面基于上面的tween算法,对tween里面的所有运动形式进行封装,名称为tweenMove.js
if (!window.requestAnimationFrame) { requestAnimationFrame = function(fn) { setTimeout(fn, 17); }; } if (!window.cancelAnimationFrame) { window.cancelAnimationFrame = function(id) { clearTimeout(id); }; } function getCSS(obj,style){ if(window.getComputedStyle){ return getComputedStyle(obj)[style]; } return obj.currentStyle[style]; } // Tween类 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){ 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(t,b,c,d,a,p){ 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(t,b,c,d,a,p){ 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(t,b,c,d,s){ if (s == undefined) s = 1.70158; return c*(t/=d)*t*((s+1)*t - s) + b; }, easeOut: function(t,b,c,d,s){ if (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 (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; } } }; function tweenMove(obj,json,times,fx,fn){ //获取当前毫秒数 var startTime = +new Date(); /*获取初始值*/ var iCur = {}; for(var attr in json){ if(attr == ‘opacity‘){ //对当前值的取值进行四舍五入,去除由于javascript小数计数中的bug存在的小尾巴 iCur[attr] = Math.round(getCSS(obj,attr)*100); }else{ //去掉单位 iCur[attr] = parseInt(getCSS(obj,attr)); } } //清除定时器 cancelAnimationFrame(obj.timer); obj.timer = requestAnimationFrame(function func(){ //获取t、d参数 var d = times; var t = d - Math.max(0,startTime - (+new Date()) + d); for(var attr in json){ /*获取b、c、p这三个参数*/ var b = iCur[attr]; var c = json[attr]-iCur[attr]; var fxArr = fx.split(‘-‘); if(fxArr.length == 2){ var p = Tween[fxArr[0]][fxArr[1]](t,b,c,d); }else{ var p = Tween[fx](t,b,c,d); } /*赋值操作*/ if(attr == ‘opacity‘){ obj.style.opacity = p / 100; obj.style.filter = ‘alpha(opacity=‘ + p + ‘)‘; }else{ obj.style[attr] = p + ‘px‘; } } obj.timer = requestAnimationFrame(func); /*运行指定时间后*/ if(t == d){ //清除定时器 cancelAnimationFrame(obj.timer); //设置回调函数 fn && fn.call(obj); } }); }
下面是一个实例演示
<button id="btn">开始运动</button> <button id="reset">还原</button> <div id="test1" style="height: 100px;width: 100px;position:absolute;left:0;"></div> <div id="test2" style="height: 100px;width: 100px;position:absolute;left:300px;"></div> <script src="http://files.cnblogs.com/files/xiaohuochai/tweenMove.js"></script> <script> reset.onclick = function(){history.go();} btn.onclick = function(){ tweenMove(test1,{width:300,height:200},500,‘Bounce-easeInOut‘,function(){ tweenMove(test2,{width:300},500,‘Linear‘); }); tweenMove(test2,{left:400},500,‘Linear‘); } </script>
下面利用封装好的运动框架tweenMove.js对tween算法中所有的运动形式进行演示
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原文地址:http://www.cnblogs.com/shitaotao/p/7624637.html