Reputation: 3011
I used this jquery to move a div by every click.
$(document).ready(function(){
$('#hero').click(function(){
$(this).animate({
left: '+=50px'
},300);
})
})
I'd like to avoid jquery whenever it is possible to get deeper into pure JS.
Is there anyway to achieve the same effect without using jquery?
I know that this will be more complex, but just trying to learn.
Upvotes: 2
Views: 2499
Reputation: 2747
I needed to create an animation solution with easing a while back without using a framework.
The tricky part for me was coping with interrupting/restarting animations part way through when they are tied to user interactions. I found that you can run into trouble pretty quickly if your animations double-fire.
Here is on github: https://github.com/robCrawford/js-anim
There are a few supporting functions but here's the main animation:
function animate(el, prop, to, pxPerSecond, easing, callback){
/**
* Animate style property
* i.e. animate(div1, "width", 1100, 1000, "out", function(){console.log('div1 anim end')});
*
* @param el DOM element
* @param prop Property to animate
* @param to Destination property value
* @param pxPerSecond Speed of animation in pixels per second
* @param easing (optional) Easing type: "in" or "out"
* @param callback (optional) Function to call when animation is complete
*/
var frameDur = 10,
initPropVal = parseInt(getCurrCss(el, prop)),
distance = Math.abs(to-initPropVal),
easeVal = (easing==="in")?1.5:(easing==="out")?0.5:1, // >1 ease-in, <1 ease-out
elAnimData = getData(el, 'animData');
//Quit if already at 'to' val (still fire callback)
if(initPropVal===to){
if(callback)callback.call();
return;
}
//Init animData for el if first anim
if(!elAnimData){
elAnimData = {};
setData(el, {'animData':elAnimData});
}
//Get data for prop being animated or create entry
var animDataOb = elAnimData[prop];
if(!animDataOb)animDataOb = elAnimData[prop] = {};
//Don't re-initialise an existing animation i.e. same prop/to
if(animDataOb.to === to)return;
animDataOb.to = to; //Store 'to' val
//Clear any exisiting interval
if(animDataOb.intId){
clearInterval(animDataOb.intId);
animDataOb.intId = null;
}
//Create new anim
animDataOb.intId = (function(animDataOb){
var totalSteps = Math.round((distance/pxPerSecond)/(frameDur*.001)),
thisStep = 0;
return setInterval(function(){
var newVal = easeInOut(initPropVal, to, totalSteps, thisStep++, easeVal);
if(!isNaN(newVal))el.style[prop] = newVal + "px"; //Allow 0
if(thisStep > totalSteps)endAnim(animDataOb, callback);
}, frameDur);
})(animDataOb);
}
function endAnim(animDataOb, callback){
//End anim
clearInterval(animDataOb.intId);
animDataOb.intId = animDataOb.to = null;
if(callback)callback.call();
}
Upvotes: 0
Reputation: 23406
Here's a code with animation. This snippet is only for modern browsers, but it is easy to modify to work with older browsers (IEs) too. (Actually only attachment of the event needs to be fixed.)
window.onload = function () {
var timer, k, intervals, kX, kY,
counter = 0,
hero = document.getElementById('hero'),
posX = hero.offsetLeft,
posY = hero.offsetTop,
anim = function (elem, params) {
posX += kX;
posY += kY;
elem.style.left = posX + 'px';
elem.style.top = posY + 'px';
if (counter > intervals) {
clearInterval(timer);
counter = 0;
} else {
counter++;
}
return;
},
move = function (elem, params) {
if (timer) {
clearInterval(timer);
counter = 0;
}
k = Math.atan2(params.left, params.top);
kX = Math.sin(k);
kY = Math.cos(k);
intervals = Math.floor(Math.sqrt(Math.pow(params.left, 2) + Math.pow(params.top, 2)));
timer = setInterval(function () {
anim(elem, params);
return;
}, params.speed);
return;
};
document.getElementById('hero').addEventListener('click', function (e) {
move(e.currentTarget, {left: 50, top: 0, speed: 0});
return;
}, false);
return;
}
As you can see, with this code you can also move elements vertical and adjust speed. To switch direction, just add -
to corresponding property. The code is using pixels only as units, but that's easy to modify if needed.
It's also easy to convert this functional code to an object. Also jQuery-like duration can be added by passing property params.duration
instead of params.speed
and doing some advanced calculations with that and kX
, kY
.
Working demo at jsFiddle
Upvotes: 1
Reputation: 4259
I've stumbled upon this gem on vanilla-js.com a few weeks ago:
var s = document.getElementById('thing').style;
s.opacity = 1;
(function(){(s.opacity-=.1)<0?s.display="none":setTimeout(arguments.callee,40)})();
I really like the simplicity and the size of the code. Elegant and efficient!
I've created a function that affects the left
property of an element of your choice based on the code above:
/* element: DOM element such as document.getElementById('hero')
distance: distance in pixels to move to the left such as 50 or 100 */
function moveBy(element, distance){
var target = isNaN(parseInt(s.left)) ? distance : parseInt(s.left) + distance;
(function(){
s.left = isNaN(parseInt(s.left)) ? '1px' : (parseInt(s.left) + 1).toString() + 'px';
if(parseInt(s.left) <= distance) setTimeout(arguments.callee, 40);
})();
}
You can play around and see what fits to your liking in terms of speed and smoothness. Try it here on a jsfiddle.
/* So you go: */
moveBy(document.getElementById('hero'), 50);
/* Or you can bind it to an event */
document.getElementById('hero').addEventListener('click', function(event){
moveBy(this, 50);
});
What a solution like this would need if you're willing to make it better is to replace the left
property by translate
. As Paul Irish states on his blog, translate
provides way better performance than moving elements around with TRBL
(top-left-bottom-right). Some sort of easing functions could be added as well to smooth things out.
Upvotes: 1
Reputation: 2958
you can use the same technique in javascript:
// get the object refrence
var hero_obj = document.getElementById('hero');
// attach the onclick event
hero_obj.onclick = function(){
this.style.left = ( parseInt(this.style.left, 10) + 50 ) + 'px'
};
However, the effect won't be as smooth as jquery
Upvotes: 1