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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。
requestAnimationFrame(callback)//callback为回调函数
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)。
<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。
(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:
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):
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:
/* * 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();
};
requestanimationframe用法一二(总结别人的)
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原文地址:http://my.oschina.net/u/2328177/blog/464516