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AnimateSprite

npm (scoped) npm bundle size (scoped)

Demo - codepen

AnimateSprite is a library (12kb) without built-in UI, which allows to animate a sequence of frames that looks like 3d rotation. It supports playing full animation sequence, play a specified number of frames, rotate an image with the mouse and touch; and exposes an API to programmatically control the animation.

To use it, you should export animation from your 3d software as a series of frames and combine them into one image file (sprite). If you want to use a sequence of images instead of a single sprite, you could use animate-images.

Installation

Browser script tag

Add with CDN link:

<script src="https://cdn.jsdelivr.net/npm/@its2easy/animate-sprite"></script>

npm

npm i @its2easy/animate-sprite --save

Usage

Create an element with a background:

<div id="sprite" style="background-image: url('images/sprite.jpg')"></div>

Initialize with options:

let element = document.getElementById('sprite');
let sprite = new AnimateSprite(element, {
    width: 800, /* required */
    height: 450, /* required */
    frames: 90, /* required */
    cols: 10,
    fps: 60,
    loop: true,
    draggable: true
});
sprite.play();

Or with inline options and then initialize it:

<div id="sprite" 
    style="background-image: url('images/sprite.jpg')"
    data-sprite-width="700"
    data-sprite-heigth="400"
    data-sprite-frames="45"
    data-sprite-autoplay="true"
    data-sprite-touch-scroll-mode="allowPageScroll"
></div>
let sprite = new AnimateSprite(document.getElementById('sprite'));

Inline options have higher priority

Usage with bundlers

import AnimateSprite from '@its2easy/animate-sprite';
let sprite = new AnimateSprite(element, options);

It is possible to directly import untranspiled esm version:

import AnimateSprite from '@its2easy/animate-sprite/build/untranspiled/animate-sprite.esm.js'; //or animate-sprite.esm.min.js

⚠️ You should probably add it to your build process if you use untranspiled version. Example for webpack:

rules: [
    {
        test: /\.js$/,
        exclude: /node_modules(?!(\/|\\)@its2easy(\/|\\)animate-sprite(\/|\\)build)/,
        use: {
            loader: 'babel-loader',
        }
    }
]

or

rules: [
    {
        // basic js rule
        test: /\.js$/,
        exclude: /node_modules/,
        use: {
            loader: 'babel-loader',
        }
    },
    {
        // additional rule
        test: /\.js$/,
        include: /node_modules(\/|\\)@its2easy(\/|\\)animate-sprite(\/|\\)build/,
        use: {
            loader: 'babel-loader',
    }
]

All available versions:

umd build:

@its2easy/animate-sprite/build/animate-sprite.umd.min.js - default for browser script tag and legacy bundlers

esm builds processed whit babel:

@its2easy/animate-sprite/build/animate-sprite.esm.min.js - default for webpack and module environments

@its2easy/animate-sprite/build/animate-sprite.esm.js

esm builds without babel transformation:

@its2easy/animate-sprite/build/untranspiled/animate-sprite.esm.min.js

@its2easy/animate-sprite/build/untranspiled/animate-sprite.esm.js

Responsive behavior

By default, you don't have to specify block sizes in css. The element with the sprite will take all available width and set its height based on the width/height ratio from the configuration options. To limit the size, add max-width to the sprite. You can also explicitly set width, but it will no longer adapt to the container width (on small screens this can be changed with width: auto inside media query).

On page load sprite block will have 0px height, to prevent this you can manually add height style (and maybe backgroud-size), it will be overwritten after initialization.

Options

Parameter Type Required Default Description
width
data-sprite-width
number ✔️ Width of one frame in a sprite
height
data-sprite-height
number ✔️ Height of one frame in a sprite
frames
data-sprite-frames
number ✔️ Total number of frames
cols
data-sprite-cols
number|false false Number of cols if more than 1 row
loop
data-sprite-loop
boolean false Loop the animation
autoplay
data-sprite-autoplay
boolean false Autoplay
frameTime
data-sprite-frame-time
number|false false ms, time between frames
duration
data-sprite-duration
number|false false ms, total time, alternative to frameTime
fps
data-sprite-fps
number|false 24 fps, alternative to frameTime
reverse
data-sprite-reverse
boolean false Reverse animation direction
draggable
data-sprite-draggable
boolean false Draggable by mouse or touch
inversion
data-sprite-inversion
boolean false Inversion changes drag direction
dragModifier
data-sprite-drag-modifier
number 1 Sensitivity factor for user interaction. Only positive numbers are allowed
touchScrollMode
data-sprite-touch-scroll-mode
string "pageScrollTimer" Page scroll behavior with touch events (only for events that fire in the plugin area). Available modes: preventPageScroll - touch scroll is always disabled. allowPageScroll - touch scroll is always enabled. pageScrollTimer - after the first interaction the scroll is not disabled; if the time between the end of the previous interaction and the start of a new one is less than pageScrollTimerDelay, then scroll will be disabled; if more time has passed, then scroll will be enabled again
pageScrollTimerDelay
data-sprite-page-scroll-timer-delay
number 1500 Time in ms when touch scroll will be disabled after the last user interaction, if touchScrollMode: "pageScrollTimer"
onAnimationEnd function(AnimateSprite) Callback, occurs when animation has ended, receives plugin instance as a parameter
onAfterFrameChange function(AnimateSprite) Callback, occurs after the frame has switched, receives plugin instance as a parameter

If multiple time options (frameTime, duration or fps) are set at the same time, frameTime has higher priority, then duration, then fps.

Methods

Methods can be chained sprite.setReverse(true).play()

new AnimateSprite(element, options)

Initializes and returns an instance of a sprite.

parameters

  • element : {Element | HTMLElement} - HTML element
  • options : {Object} - configuration options

returns {AnimateSprite} - plugin instance


play

Start animation

returns {AnimateSprite} - plugin instance


stop

Stop animation

returns {AnimateSprite} - plugin instance


toggle

Toggle between play and stop

returns {AnimateSprite} - plugin instance


prev

Show the previous frame

returns {AnimateSprite} - plugin instance


next

Show the next frame

returns {AnimateSprite} - plugin instance


setFrame

Set frame (without animation)

parameters

  • frameNumber : {number} - Frame number
sprite.setFrame(35);

returns {AnimateSprite} - plugin instance


playTo

Starts the animation, that plays until the specified frame number

parameters

  • frameNumber {number} - Target frame number
  • options {Object}
    • options.shortestPath {boolean} - If set to true and loop is enabled, function will use the shortest path to the target frame, even if the path crosses edge frames. Default is false.
// if current frame is 30 of 100, it will play from 30 to 85, 
// if current frame is 95, it will play from 95 to 85
sprite.playTo(85);

// shortestPath
// if current frame is 2, it will play 1, 100, 99, 98
sprite.playTo(98, {
    shortestPath: true
});
// (default) if current frame is 2, it will play 3, 4, 5 ... 97, 98
sprite.playTo(98);

returns {AnimateSprite} - plugin instance


playFrames

Start animation in the current direction with the specified number of frames in the queue. If options.loop: false animation will stop when it reaches the first or the last frame.

parameters

  • numberOfFrames {number} - Number of frames to play
instance.playFrames(200);

returns {AnimateSprite} - plugin instance


setReverse

Change the direction of the animation. Alias to setOption('reverse', true)

parameters

  • reverse : {boolean} - true to reverse, false to normal direction
sprite.setReverse(true);

returns {AnimateSprite} - plugin instance


getReverse

Returns current reverse value. Alias to getOption('reverse')

returns {boolean} - reverse


updateSizes

Calculate new dimensions (sprite element and frame), this function should be called if element size was changed by a script. Called automatically after page resize

returns {AnimateSprite} - plugin instance


getOption

Returns option value

parameters

  • option {string} - Option name. All options are allowed.
let loop = instance.getOption('loop');

returns {*} - Option value


setOption

Set new option value

parameters

  • option : {string} - Option name. All options are allowed.
  • value : {*} - New value
sprite.setOption('frameTime', 40);

returns {AnimateSprite} - plugin instance


getCurrentFrame

Returns current frame number

returns {number} - Frame number


isAnimating

Returns true if sprite is animating

returns {boolean}


reset

Stop the animation and return to the first frame

returns {AnimateSprite} - plugin instance


destroy

Stop animation, remove event listeners. Method doesn't remove sprite element from the DOM


Events

sprite:drag-start

Fires when user starts dragging. Frame number is in event.detail.frame

sprite:drag-change

Fires on every frame change while dragging. Frame number is in event.detail.frame

sprite:drag-end

Fires when user stops dragging. Frame number is in event.detail.frame

sprite:animation-end

Fires after the animation end. If the second animation was started while the first was active, this event will be fired only after the second animation end.

Example:

var element = document.getElementById('sprite');
element.addEventListener('sprite:drag-end', function (event) {
    console.log(event.detail.frame);
})

Browser support

  • latest versions of Chrome, android Chrome, Edge, Firefox
  • Safari 13.1+,
  • iOS Safari 13.4+

License

AnimateSprite is provided under the MIT License