I'm building a small UI which provides users progress of downloading or loading certain information. Here is the codes so far
http://jsfiddle.net/pge1wukj/4/
var s = Snap("svg");
var movepath = s.select("#movePath").attr({
"fill":"none"
});
var dapath = s.select("#dapath").attr({
stroke: "#cdcdcd",
"stroke-width": 5,
});
var dapoints = [242,334.5, 372,334.5, 372,390, 320.5,390.5 ,308.5,421.5 ,293.5,391.5 ,242,391]
var circle = s.select("circle");
var poly = s.select("polygon");
$("a").click(function(){
circle.animate({
opacity: 0
},100);
poly.polyAnimate(dapoints,100,mina.linear,function(){
moveAlongPath(poly,{x:308,y:421},s.halfArc(308,421,135,382,50,0),100);
});
dapath.animate({
d:"M135,382.5c0,52.159,85,79.031,170.001,79.498 C 390.3,462.466,475.598,436.344,475,382.5",
},100,function(){
dapath.animate({d:"M135,382.5c0,0,85.999-0.467,171,0c85.299,0.468,169,0,169,0"
},100,function(){
dapath.animate({
d:"M135,382.292c0,0,85.999-22.759,171-22.292c85.299,0.468,169,22.292,169,22.292"
},100,function(){
dapath.animate({
d:"M136,382.415c0,0,90.999,13.118,176,13.585c85.299,0.468,164-13.585,164-13.585"
},100,function(){
dapath.animate({
d:"M135,382.5c0,0,85.999-0.467,171,0c85.299,0.468,169,0,169,0"
},500,mina.bounce,function(){
var pathclone = dapath.clone().attr({
stroke: "blue",
strokeDashoffset: 500,
strokeDasharray: 500
});
var datext = s.text(100,330,"90").attr("style","text-align: center");
var banner = s.group(poly,datext);
moveAlongPath(banner,{x:136,y:382.415},movepath,3600);
var tick = 0;
var interval = setInterval(function(){
tick += 1;
var red = Math.random()*255;
var blue = Math.random()*255;
var green = Math.random()*255;
var hex = Snap.rgb(red,green,blue);
var dadatext = $("text").text(tick+" %")
if(tick % 10 == 0){
dadatext.attr({"font-size":"30px","fill":hex});
};
if (tick >= 100){clearTimeout(interval)};
},36);
pathclone.animate({
"stroke-dashoffset":0,
},5300);
var paths = Snap.set().push(dapath,pathclone);
paths.animate({
d:"M135,382.5c0,0,30,17,42,17c10,0.208,298-17,298-17"
},300,function(){
paths.animate({
d:"M135,382.5c0,0,287,17.208,297,17c12,0,43-17,43-17"
},2900,function(){
paths.animate({d:"M135,382.5c0,0,287,17.208,297,17c12,0,43-17,43-17"},100,function(){
paths.animate({
d:"M135,382.5c0,0,85.999-0.467,171,0c85.299,0.468,169,0,169,0"
},200,function(){
$("a").off("click");
/* End of animation */
/* Ready for next transformation*/
banner.animate({
transform: "rotate(180deg)"
},200);
})
})
});
})
});
});
})
})
});
});`
At the end of the animation, the banner should rotate 180 deg on the sharp point. However it doesn't animate as i expected. Is there any solution to this ? transforming animation is intimidating and i don't fully understand it....
I think what you are missing is that you need to provide the original transform to include, otherwise it will assume you are just replacing that transform.
So with this line...
banner.animate({ transform: 'rotate(180)' },200);
What this really means is, I'm going to overwrite any current transforms and animate to a new one of rotate(180).
What you probably want is...keep any existing transforms, and now rotate(180) as well.
So you probably want something more like this...transform() with no parameters will give us the existing transform. So we can combine.
transform -> existingtransform then apply additional transform
This would look like the following.
banner.animate({ transform: banner.transform() + " s-1,1" },200);
I'm not quite sure of the rotation effect you are after (did you mean it to go upside down or back to front?), but 's-1,1' may have been what you were thinking of.
jsfiddle example
Edit: jsfiddle with alternate rotation.
Note, for this, you need to take into account 'where' the polygon is, in relation to the group, as its offset as you have moved it (and then also moved the group).
Edit: The rotation center point is quite difficult, as we have the polygon points offset (not centred around 0) and then translated. Also the group they are in is translated, so you've kinda of got 3 things going on.
To try and help understand getting the actual points, I have rewritten the rotation animation.
banner.animate({ transform: banner.transform() + "r180," + banner.getBBox(1).cx + ',' + banner.getBBox(1).y2 },200);
We get the bounding box, which calculates the centre for us. The pivot point is mid length cx, and the lowest y point is y2.
I suspect there is an easier way to get the whole thing working to reduce the transform complexity in the overall code, but there's a bit too much to break down for a question here.
jsfiddle with getBBox
Im using Raphael JS to animate a rectangle, the problem is that at the second animation, the 'x' position resets to 0.
var paper = Raphael("paper1", 640, 480);
var rect = paper.rect(20,20,50,50).attr({fill:"orange"});
var myAnim = Raphael.animation({transform:'t100,0'},"1000","elastic");
var waitTime = 0;
function animRect(){
rect.animate(myAnim.delay(waitTime));
waitTime+=1000;
rect.animate(myAnim.delay(waitTime));
}
How can i do to have a continus animation ?
Thank's !
Raphael has a repeat infinity option...
var anim = Raphael.animation({transform: "t100,0"}, 2500).repeat(Infinity);
rect.animate(anim)
Its not quite clear if you want 2 separate animations (one reversing) or repeating the same one though. If you do, you can enter multiple animations like the following (think of the number as percentage passed through)...
var anim = Raphael.animation( { 0.5: {transform: "t100,0"}, 1: { transform: 't0,0' } }, 2500 ).repeat(Infinity);
rect.animate(anim)
jsfiddle
Example with pauses...
jsfiddle 2
I know you can animate path morhs with snap.svg (How to animate path morphs using snap.svg)
Is it possible to 'load' a path and then animate path morph? Or do you HAVE to define the path inside of Snap.svg?
(function($) {
'use strict';
// grab the empty svg element in the html
var s = Snap(800,600);
// load the svg and grab the #arm and its inner elemmnts
Snap.load('body.svg', function(f) {
var arm = f.select('#arm'),
forearm = f.select('#forearm'),
bicep = f.select('#bicep');
s.append(arm);
s.append(forearm);
s.append(bicep);
anim1();
});
// animate rotate the forearm graphic
var anim1 = function() {
forearm.animate({
'transform': 'r45,320,120'
}, 1000, mina.linear, anim2);
};
// animate morph from the svg images current path coordinates top the ones below
var anim2 = function() {
bicep.animate({
d: 'M337.889,188c-12.064-11.708-28.073-93.482-89.777-92.889c-62.222,3.333-93,104.555-93,104.555l1.667,49.445 c29.608,30.553,96.669,99.406,178.333,3.333L337.889,188z'
}, 1000, mina.bounce, anim3);
};
// animate morph from the svg images current path coordinates top the ones below
var anim3 = function() {
forearm.animate({
d: 'M174.333,250.938c0,0,19.659-36.111,17.816-98.333c-25.316-59.032-31.731-75.007-24.267-84.445l-27.338,1.667 c-35.496,57.849-82.325,139.528-1.843,178.334L174.333,250.938z'
}, 1000, mina.bounce);
};
})(jQuery);
jsfiddle here - http://jsfiddle.net/1wqewzs3/2/
Thanks
You can animate following a load or whatever really, the main thing is that the variables are defined somewhere accessible, and the animation is only run after the load.
In this particular case, the main error is that you are defining the arm, forearm, bicep variables within the Snap.load function, and then trying to use them in your animation function (which isn't aware of those variables).
Couple of options...
make arm, forearm, bicep all global variables ( use 'var' at the beginning of your script, if all the relevant bits are in an immediate mode function, it should limit scope which maybe better ). This is probably the simplest.
Write your animation with a select...
s.select('#forearm').animate({
'transform': 'r45,320,120'
}, 1000, mina.linear, anim2);
I need some assistance changing the opacity of a shape using KineticJS (5.0.0.).
In an mouse event, I want to change the opacity of the shape, which triggered the event. Whenever the shape is hovered, it gets visible ( opacity 1.0 ) and when it's left, it becomes invisible ( opacity 0.0 ). It works fine, whenever I redraw the whole Layer of the specified shape.
The point is, I can't redraw the whole Layer because it takes to much time ( ~300 shapes ). For that reason I changed some code, to just draw the shape.
jsFiddle:
http://jsfiddle.net/p39uH/2/ ( see lines 25 and 30 of HTML )
var stage = new Kinetic.Stage({
container: 'container',
width: 578,
height: 200
});
var layer = new Kinetic.Layer();
var pentagon = new Kinetic.RegularPolygon({
x: stage.width()/2,
y: stage.height()/2,
sides: 5,
radius: 70,
fill: 'red',
stroke: 'black',
strokeWidth: 4,
opacity: 0.1
});
pentagon.on('mouseover', function() {
this.opacity(0.3);
this.draw(); // instead of layer.draw();
});
pentagon.on('mouseout', function() {
this.opacity(0.0);
this.draw(); // instead of layer.draw();
});
// add the shape to the layer
layer.add(pentagon);
// add the layer to the stage
stage.add(layer);
( Code is based on this: http://www.html5canvastutorials.com/kineticjs/html5-canvas-set-alpha-with-kineticjs/ )
Even though I set the opacity of the shape to 0.0 when left, it's still visible as you can see. Every time it is hovered, it becomes more and more visible ( I guess the shape gets redrawn ).
Is there any way to (re)draw the shape with an opacity of 0.0 WITHOUT drawing the whole stage and/or layer ?
Thanks in advance.
Yes, a quick look indicates node.draw() might be broken in 5.0.1.
Workarounds:
Drop back to version 4.4.0
Use layer.drawScene() which saves redraw time by not redrawing the hit-canvas.
I am animating a circle using Raphael. When the circle is large I get artifacts around the circle when its moving. It seems to be something of a clipping / redraw region issue and wondered if there was a work around?
It seems to be OK in firefox (if a little jerky) and appears very reliably in Chrome. It also is exacerbated by using opacity on the fill property i.e. rgba(255,0,0,0.7)
Here is a jsFiddle showing the issue. Just click around the paper on the right to move the circle.
Code:
var discattr = {
fill: "#666",
stroke: "none",
width: 35
};
var paper = Raphael("svgcontainer", 400, 400);
circle = paper.circle(150, 150, discattr.width, discattr.width).attr({
stroke: "none",
fill: "rgba(255,0,0,0.7)"
});
var coords = []
var animateCircle = function(coords) {
if (!coords.length) return;
var nextCoords = coords.shift()
var move = Raphael.animation(nextCoords, 500, "linear", function() {animateCircle(coords)});
circle.animate(move);
}
$("#svgcontainer").on("mouseup", function(e) {
coords.push({cx: e.pageX, cy: e.pageY})
animateCircle(coords);
});
Buffering is a technique used to prevent animation artifacts (tearing, as JamWaffles points out). If you look at the answer to this Stack Overflow question you'll find information about an SVG setting to turn on buffering, but so far it doesn't appear to be supported by major browsers.