前面的話
速度版JS運動是指以速度為參照,隨着路程的變化,時間隨之變化;而時間版JS運動是指以時間為參照,隨着路程的變化,速度隨着變化。相較而言,時間版JS運動更為常用。JQ的animate就是時間版運動。本文將詳細介紹時間版JS運動
速度版運動
為何速度版JS更容易理解呢?這要歸功於定時器setInterval了。最容易想到的運行形式如下所示
setInterval(function(){
s = s + step
},30)
每30ms,路程增加step,實際上就決定了以速度為參照。而step的值如何變化就決定了何種運動形式。以最簡單的勻速運動為例
<button id="btn">開始運動</button> <button id="reset">還原</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>
當路程發生變化時,仍然以333.3的速度運動,時間也發生相應的變化。這就是速度版運動
公式推導
下面來介紹時間版運動,以勻速運動為例,先假設幾個變量
距離 c(change position)
初始位置 b(beginning position)
最終位置 p(position)
持續時間 d(duration)
時間 t(time)
速度 v(velocity)
上面幾個變量有如下等式
1、最終運動距離 = 最終位置 - 初始位置
c = p - b
2、最終運動距離 = 速度 * 持續時間
c = v * d
3、當前運動距離 = 當前位置 - 初始位置
c(當前) = p(當前) - b
4、當前運動距離 = 速度 * 時間
c(當前) = v * t
最終要表示為如下函數
p(當前) = ƒ(t)
因此,經過整理得出公式如下
p(當前) = b + c(當前) = b + v*t = b + c*t/d
最終結果為
p = t * c / d + b
勻速函數
下面將時間版勻速運動封裝為一個名稱為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){ //獲取當前毫秒數 var startTime = +new Date(); /*獲取初始值*/ var iCur = {}; for(var attr in json){ if(attr == 'opacity'){ //對當前值的取值進行四舍五入,去除由於javascript小數計數中的bug存在的小尾巴 iCur[attr] = Math.round(getCSS(obj,attr)*100); }else{ //去掉單位 iCur[attr] = parseInt(getCSS(obj,attr)); } } //清除定時器 cancelAnimationFrame(obj.timer); obj.timer = requestAnimationFrame(function func(){ //獲取t、d參數 var d = times; var t = d - Math.max(0,startTime - (+new Date()) + d); for(var attr in json){ /*獲取b、c、p這三個參數*/ var b = iCur[attr]; var c = json[attr]-iCur[attr]; var p = t * ( c / d ) + b; /*賦值操作*/ if(attr == 'opacity'){ obj.style.opacity = p / 100; obj.style.filter = 'alpha(opacity=' + p + ')'; }else{ obj.style[attr] = p + 'px'; } } obj.timer = requestAnimationFrame(func); /*運行指定時間后*/ if(t == d){ //清除定時器 cancelAnimationFrame(obj.timer); //設置回調函數 fn && fn.call(obj); } }); }
下面調用自己封裝的linearMove.js來制作一個實例
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Document</title> </head> <body> <button id="btn">開始運動</button> <button id="reset">還原</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算法
Tween是一個來自flash的運動算法,包含各種經典的動畫運動公式,詳細列表如下
Linear:線性勻速運動效果; Quadratic(Quad):二次方的緩動(t^2); Cubic:三次方的緩動(t^3); Quartic(Quart):四次方的緩動(t^4); Quintic(Quint):五次方的緩動(t^5); Sinusoidal(Sine):正弦曲線的緩動(sin(t)); Exponential(Expo):指數曲線的緩動(2^t); Circular(Circ):圓形曲線的緩動(sqrt(1-t^2)); Elastic:指數衰減的正弦曲線緩動; Back:超過范圍的三次方緩動((s+1)*t^3 – s*t^2); Bounce:指數衰減的反彈緩動。
每個效果都分三個緩動方式,分別是
easeIn:從0開始加速的緩動,也就是先慢后快;
easeOut:減速到0的緩動,也就是先快后慢;
easeInOut:前半段從0開始加速,后半段減速到0的緩動。
所有的這些緩動算法都離不開下面4個參數,t
, b
, c
, d
,含義如下:
t 當前時間 (time)
b 初始位置 (beginning position)
c 距離 (change position)
d 持續時間 (duration)
tween的詳細算法如下
// Tween類 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算法的精簡版本如下所示
var Tween = { linear: function (t, b, c, d){ //勻速 return c*t/d + b; }, easeIn: function(t, b, c, d){ //加速曲線 return c*(t/=d)*t + b; }, easeOut: function(t, b, c, d){ //減速曲線 return -c *(t/=d)*(t-2) + b; }, easeBoth: function(t, b, c, d){ //加速減速曲線 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){ //加加速曲線 return c*(t/=d)*t*t*t + b; }, easeOutStrong: function(t, b, c, d){ //減減速曲線 return -c * ((t=t/d-1)*t*t*t - 1) + b; }, easeBothStrong: function(t, b, c, d){ //加加速減減速曲線 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){ //正弦衰減曲線(彈動漸入) 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){ //正弦增強曲線(彈動漸出) 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(回退漸入) 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; //回縮的距離 } 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){ //彈球減振(彈球漸出) 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; } }
JQ擴展
默認地, JQ只有兩種運動形式,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算法來擴展JQ的運動形式,JQ源碼中關於運動形式的函數如下所示
this.pos = eased = jQuery.easing[ this.easing ](
percent, this.options.duration * percent, 0, 1, this.options.duration
);
可以看到,它有5個參數,分別對應tween算法中的p、t、d、c、d,因此需要對tween算法中的參數進行修改
<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){ //勻速 return c*t/d + b; }, easeIn: function(p,t, b, c, d){ //加速曲線 return c*(t/=d)*t + b; }, easeOut: function(p,t, b, c, d){ //減速曲線 return -c *(t/=d)*(t-2) + b; }, easeBoth: function(p,t, b, c, d){ //加速減速曲線 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){ //加加速曲線 return c*(t/=d)*t*t*t + b; }, easeOutStrong: function(p,t, b, c, d){ //減減速曲線 return -c * ((t=t/d-1)*t*t*t - 1) + b; }, easeBothStrong: function(p,t, b, c, d){ //加加速減減速曲線 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){ //正弦衰減曲線(彈動漸入) 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){ //正弦增強曲線(彈動漸出) 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(回退漸入) 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; //回縮的距離 } 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){ //彈球減振(彈球漸出) 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>
下面利用擴展后的JQ插件來進行JQ的自定義運動
<button id="btn">開始運動</button> <button id="reset">還原</button> <div id="test" style="height: 100px;width: 100px;background-color: pink;position:absolute;left:0;"></div>
<script> reset.onclick = function(){history.go();} btn.onclick = function(){ $(test).animate({width:300},1000,'bounceBoth') } </script>
Tween函數
下面基於上面的tween算法,對tween里面的所有運動形式進行封裝,名稱為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類 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){ //獲取當前毫秒數 var startTime = +new Date(); /*獲取初始值*/ var iCur = {}; for(var attr in json){ if(attr == 'opacity'){ //對當前值的取值進行四舍五入,去除由於javascript小數計數中的bug存在的小尾巴 iCur[attr] = Math.round(getCSS(obj,attr)*100); }else{ //去掉單位 iCur[attr] = parseInt(getCSS(obj,attr)); } } //清除定時器 cancelAnimationFrame(obj.timer); obj.timer = requestAnimationFrame(function func(){ //獲取t、d參數 var d = times; var t = d - Math.max(0,startTime - (+new Date()) + d); for(var attr in json){ /*獲取b、c、p這三個參數*/ 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); } /*賦值操作*/ if(attr == 'opacity'){ obj.style.opacity = p / 100; obj.style.filter = 'alpha(opacity=' + p + ')'; }else{ obj.style[attr] = p + 'px'; } } obj.timer = requestAnimationFrame(func); /*運行指定時間后*/ if(t == d){ //清除定時器 cancelAnimationFrame(obj.timer); //設置回調函數 fn && fn.call(obj); } }); }
下面是一個實例演示
<button id="btn">開始運動</button> <button id="reset">還原</button> <div id="test1" style="height: 100px;width: 100px;background-color: pink;position:absolute;left:0;"></div> <div id="test2" style="height: 100px;width: 100px;background-color: blue;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>
Tween演示
下面利用封裝好的運動框架tweenMove.js對tween算法中所有的運動形式進行演示