js学习心得_一个简单的动画库封装tween.js

js学习心得_一个简单的动画库封装tween.js

具体代码如下:

~function(){  var myEffect = {    Linear:function(t,b,c,d){      return c*t/d+b    },    Quad: {//二次方的缓动(t^2);      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: {//三次方的缓动(t^3)      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: {//四次方的缓动(t^4);      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: {//5次方的缓动(t^5);      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: {//正弦曲线的缓动(sin(t))      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: {//指数曲线的缓动(2^t);      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: {//圆形曲线的缓动(sqrt(1-t^2));      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: {//指数衰减的正弦曲线缓动;      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: {//超过范围的三次方缓动((s+1)*t^3 - s*t^2);      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;      }    },    zfBounce: {//指数衰减的反弹缓动。      easeIn: function(t,b,c,d){        return c - zhufengEffect.zfBounce.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 zhufengEffect.zfBounce.easeIn(t*2, 0, c, d) * .5 + b;        else return zhufengEffect.zfBounce.easeOut(t*2-d, 0, c, d) * .5 + c*.5 + b;      }    }  };  //move:实现多方向的运动动画  /*    curEle:当前要运动的元素    target:当前动画的目标位置,存储的是每一个方向的目标位置{left:xxx,top:xxx...}    duration:当前动画的总时间  */  //effect支持以下的情况  /*      */  function move(curEle,target,duration,effect,callback){    //处理我们需要的动画效果    var tempEffect = myEffect.Linear;    if(typeof effect === "number"){      switch(effect){        case 0:          tempEffect = myEffect.Linear;          break;        case 1:          tempEffect = myEffect.Circ.easeInOut;          break;        case 2:          tempEffect = myEffect.Elastic.easeOut;          break;        case 3:          tempEffect = myEffect.Back.easeOut;          break;        case 4:          tempEffect = myEffect.Bounce.easeOut;          break;        case 5:          tempEffect = myEffect.Expo.easeIn;      }    }else if(effect instanceof Array){      tempEffect = effect.length>=2 ? myEffect[effect[0]][effect[1]] : myEffect[effect[0]]    }else if(typeof effect === "function"){      //我们的实际意义应该是:effect是不传递值的,传递进来的函数应该是回调函数的值      callback = effect;    }    //在每一次执行方法之前,首先把当前元素之前正在运行的动画结束掉    window.clearInterval(curEle.timer);    //根据target获取每一个方向的起始值begin和总距离change    var begin = {},change = {};    for(var key in target){      if(target.hasOwnProperty(key)){        begin[key] = utils.css(curEle,key)        change[key] = target[key] - begin[key];      }    }    //实现多方向的运动动画    var time = 0;    curEle.timer = window.setInterval(function(){      time+=10;      //到达目标:结束动画,让当前元素的样式值等于目标样式值      if(time>=duration){        utils.css(curEle,target);        window.clearInterval(curEle.timer);        //在动画结束的时候,如果用户把回调函数传递给我了,我就把用户传递的回调函数执行,不仅执行还把this的指向改为当前操作的元素        typeof callback === "function" ? callback.call(curEle) : null;        //或者callback && callback()        return;      }      //没到达目标:分别获取每一个方向的当前位置,给当前位置设置样式即可。      for(var key in target){        if(target.hasOwnProperty(key)){          var curPos = tempEffect(time,begin[key],change[key],duration);          utils.css(curEle,key,curPos);        }      }    },10)  }  window.myAnimate = move;}()

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tag:封装动画学习心得简单电脑软件

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