P.Grd
P.Grd

Reputation: 43

paper.js animation along a path

I'm using paper.js and i'm trying to animate an item along a path I created...

//Path : 
 path = new Path();
 path.add(new Point(0,100), new Point(120,100), new Point(120,150));
//Item
 circle = new Path.Circle(0,100,4);
 circle.strokeColor = "#EEE";

And while animating (with onFrame()) I want the circle to follow the path... Does anyone know how to do that? I didn't found it in the doc or on google.... I hope it's clear enough..

Thanks for the answers!

Upvotes: 3

Views: 6187

Answers (4)

Chad
Chad

Reputation: 9859

Heres simple solution, i added a method to Point called getPointAtPercent so now you can just run that on your path to get where the point should be.

paper.Path.prototype.getPointAtPercent = function (percent) {
    return this.getLocationAt(percent * this.length).getPoint();
};

Heres an example of it working

http://jsfiddle.net/icodeforlove/uqhr8txp/1/

Upvotes: 2

Wadison
Wadison

Reputation: 51

Solution to more control the speed :

  • the move are proportional to time
  • can set the speed by pixel/second

http://jsbin.com/cukine/28/edit?html,output

var offset = 0;

circle.onFrame = function (event) {
  if (offset< path.length){
    circle.position =path.getPointAt(offset);
    offset+=event.delta*150; // speed - 150px/second
  }
  else {
    offset=0;
  }
}

Upvotes: 4

Luigi van der Pal
Luigi van der Pal

Reputation: 507

Didn't test it yet, but it should be something like this.

// vars
var point1 = [0, 100];
var point2 = [120, 100];
var point3 = [120, 150];

// draw the line
var path = new Path();
path.add(new Point(point1), new Point(point2), new Point(point3));
path.closed = true;

// draw the circle
var circle = new Path.Circle(0,100,4);
circle.strokeColor = "#EEE";

// target to move to
var target = point2;

// how many frame does it take to reach a target
var steps = 200;

// defined vars for onFrame
var dX       = 0;
var dY       = 0;

// position circle on path
circle.position.x = target[0];
circle.position.y = target[1];

function onFrame(event) {

    //check if cricle reached its target
    if (Math.round(circle.position.x) == target[0] && Math.round(circle.position.y) == target[1]) {
        switch(target) {
            case point1:
                target = point2;
                break;
            case point2:
                target = point3;
                break;
            case point3:
                target = point1;
                break;
        }

        // calculate the dX and dY
        dX = (target[0] - circle.position.x)/steps;
        dY = (target[1] - circle.position.y)/steps;

    }

    // do the movement
    circle.position.x += dX;
    circle.position.y += dY;
}

Working DEMO

Upvotes: 5

philipp
philipp

Reputation: 16515

You have to use the:

path.getLocationAt();

method. This method accepts one parameter between 0 and 1, where 0 respresents the start and 1 the end of the path and returns a location.

You can use the:

path.length

property to calculate the different offsets of the parameter

steps = lengthOfSegmentToWalk / path.length
t = 0;
while( t <= 1  ){
    location = path.getLocationAt( t );
    t += step;
}

good luck

edit::

or you can use the

path.flatten( maxDistance );

method and read all the points from the resulting path...

Upvotes: 0

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