CSS & Javascript Manual Keyframe Animation - javascript

Say I have an animation defined in css like so:
#keyframes my-animation {
0% {
// effect here
}
...
100% {
// effect here
}
}
I can use it in a div like so:
#container {
animation: my-animation 10s linear ;
}
Is there any way I can use javascript to programmatically set the percentage of the animation at any point instead? Something along the lines of:
function() {
let container = document.getElementById('container');
while (some condition && container.percentage < 100) {
container.percentage += 10; // Here I would like to set the animation percentage to one of the percentages defined in the keyframe animation
}
}
This is so I don't have to explicitly set the duration of the animation beforehand as it is unknown at runtime. I should add that I am aware that it currently is not possible to retrieve the percentage value of an animation but perhaps there is a way to manipulate it?
EDIT:
From what I understand from the comment by lupz:
.animation0 { /* 0% */
}
.animation10 { /* 10% */
}
...
.animation100 { /* 100% */
}
Then I can change the class of the element to whichever percentage I need.

You can the JS animation API - Element.animate(), and then you can control the percentage (the offset property) directly via JS:
const container = document.querySelector('.container');
const animate = (offset = 1) => {
const height = container.getBoundingClientRect().height;
const animation = container.animate([
{
transform: 'translateY(0px)',
offset: 0
},
{
transform: `translateY(calc(100vh - ${height}px))`,
offset
}
], {
duration: 1000,
});
if(offset > 0) {
animation.finished
.then(() => animate(offset - 0.1));
}
};
animate();
html, body {
margin: 0;
}
.container {
width: 100px;
height: 100px;
background: silver;
}
<div class="container"></div>

Related

Scale on click animation

Tread sofly, I've just started and couldn't find a similar problem... at least what I think would be the solution ;)
So I've got a robot written in HTML and CSS and I want to animate its lips on click. The idea is to make it like a kiss shape, so I need to scale it to a tiny size(1) and then put it back to normal (2). For now I don't really know how to do it. I tried just changing the width and height size but it didn't work. My guess is I need to do something with the transfort scaleX and scaleY but no idea what and how.
This is what I've already got:
var lips = document.getElementById("lips");
lips.addEventListener("click", kiss);
function kiss(e) {
var partRobo = e.target;
var sizeX= 1;
var sizeY= 1;
var id = setInterval(action, 20);
function action() {
partRobo.style.transform = scale(sizeX, sizeY);
sizeX-0.1;
sizeY-0.1;
if (sizeX === 0 && sizeY=== 0) {
clearInterval(id);
}
}
}
There are many ways to do this, and here is one of them
document.querySelector("div").addEventListener("click", function () {
this.style.transform = "scale(1.2)";
setTimeout(()=>{
this.style.transform = "scale(1)";
},500)
});
div {
width: 100px;
height: 100px;
background-color: red;
transition: cubic-bezier(0, 2.28, 0.95, 0.69) 0.5s;
}
<div></div>
You can use a CSS animation, JS would be needed only for triggering the animation. Of course you can change the duration, easing function and other params of the animation.
#lips {
height: 50px;
width: 100px;
background: red;
cursor: pointer;
}
.kiss {
animation: kiss 4s;
}
#keyframes kiss {
from {
transform: scale(0);
}
to {
transform: scale(1);
}
}
<div id="lips" onclick="this.classList.add('kiss')"></div>
I would make a css rule along the lines of
.lips-kiss {
transform: scale(0.6);
}
and then in the function kiss, apply and remove the class. So your code would look like,
var lips = document.getElementById("lips");
lips.addEventListener("click", kiss);
function kiss() {
lips.classList.add('lips-kiss');
setTimeout(() => {
lips.classList.remove('lips-kiss');
}, 20);
}

Softly Transition HTML Images with Javascript

I am trying to use JS to switch images, the code does what it is supposed to and switches the images, however, I want a fade out-fade in effect to the image transition. I tried to declare a CSS Transition for opacity and change the opacity first, which didn't work, then I tried to change the opacity with plain JS, however that didn't work either, what would be the best way to achieve this?
My Poorly Designed Image Change Code:
image = [
"image_1.png",
"image_2.png",
"image_3.jpeg"
];
updateImg = async() => {
console.log("Pulling Image Change")
var img = document.getElementById("img-pan");
console.log(`Got ${img} with current src ${img.src}`)
var exi_bool = false;
for(i = 0; i < image.length - 1; i++) {
if(img.src.endsWith(image[i])) { exi_bool = true; console.log(`Found current src to == image[${i}]`) ;break; }
}
if(!exi_bool) {
img.src = image[0];
}else {
if(i < image.length - 1) { i++ }else { i = 0 }
img.src = image[i];
}
}
If I understood well, before you replace the image add a class that define the opacity to 0.3 for example.
document.getElementById("MyElement").classList.add('MyClass');
when the image change you remove the class.
document.getElementById("MyElement").classList.remove('MyClass');
Note that your image has to be set on css as opacity: 1 and transition x seconds.
Will use css style animation, just change class name, is simple to use and build.
but when css animation start to change css property,no way could change same property but other css animation.
let imgArray = [
'https://fakeimg.pl/100x100/f00',
'https://fakeimg.pl/100x100/0f0',
'https://fakeimg.pl/100x100/00f'
];
let img = document.getElementsByTagName('img')[0];
//only two function
async function fadeOut(element) {
element.className = 'fade-out';
}
async function fadeIn(element) {
element.className = 'fade-in';
}
//
let i = 0;
function loop() {
img.src = imgArray[i % 3];
i++;
fadeIn(img).then(res => {
setTimeout(() => {
fadeOut(img).then(res => {
setTimeout(() => {
loop();
}, 1000);
})
}, 1000);
})
}
loop();
img {
position: relative;
left: 0; /* or use transform */
opacity: 1;
transition: 1s;
width: 100px;
display: block;
margin: auto;
}
.fade-in {
animation: fade-in 1s;
}
#keyframes fade-in {
0% {
left: 100px; /* or use transform */
opacity: 0;
}
100% {
left: 0; /* or use transform */
opacity: 1;
}
}
.fade-out {
animation: fade-out 1s both;
}
#keyframes fade-out {
0% {
left: 0; /* or use transform */
opacity: 1;
}
100% {
left: -100px; /* or use transform */
opacity: 0;
}
}
<img src="https://fakeimg.pl/100x100/#f00">

How to convert a jQuery fade effect in CSS?

I have the following code which is going to fade some images but I am interested if there is a way to handle this in CSS.
$("#top").stop(true, true).delay(0).fadeTo(fadeTime * 100, 0);
$("#back").stop(true, true).delay(0).fadeTo(fadeTime * 100, 1, function () {
if (curLoop < loops) {
if (curImg < imgNo) {
prevImg = curImg
curImg++
} else {
prevImg = imgNo
curImg = 1;
curLoop++console.log("LOOP");
}
document.getElementById("back").style.opacity = 0;
document.getElementById("top").style.opacity = 1;
document.getElementById("back").src = "frames/frame_" + curImg + ".jpg";
document.getElementById("top").src = "frames/frame_" + prevImg + ".jpg";
} else {
console.log("STOPPED");
window.clearInterval(myVarSTD);
}
if (!initialized) {
myVarSTD = setInterval(function () {
startAnimation()
}, delay * 1000);
initialized = true;
}
});
You can't loop through image sources in a pure CSS animation but the below fade effect is possible with CSS3 animations. Here the front and back images are absolutely positioned and using opacity animation they are faded in and out in an infinite loop. I have used 2 div with background-image but you could do the same for img element also.
Refer inline comments within the snippet for more explanation of the animation's CSS code.
.front,
.back {
position: absolute; /* absolute positioning puts them one on top of other */
height: 200px;
width: 200px;
animation: fade-in-out 10s linear infinite; /* first is animation keyframe's name, second is the duration of the animation, third is timing function and fourth is iteration count */
}
.front {
background-image: url(http://lorempixel.com/200/200/nature/1);
}
.back {
background-image: url(http://lorempixel.com/200/200/nature/2);
z-index: -1; /* keeps the element behind the front */
animation-delay: 5s; /* delay is equal to half the animation duration because the back has to fade-in once the front has faded-out at 50% */
}
#keyframes fade-in-out { /* animation settings */
0%, 100% {
opacity: 1; /* at start and end, the image is visible */
}
50% {
opacity: 0; /* at the mid point of the animation, the image is invisible */
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/prefixfree/1.0.7/prefixfree.min.js"></script>
<div class='front'></div>
<div class='back'></div>
Yes, it is. Your code capture some elements using getElementById as back and top.
You can use the following code to change CSS properties of those elements:
$('#back').css({'opacity':'1'});
Implemented in your code:
$("#top").stop(true, true).delay(0).fadeTo(fadeTime*100, 0);
$("#back").stop(true, true).delay(0).fadeTo(fadeTime*100, 1, function(){
if(curLoop<loops){
if(curImg<imgNo){
prevImg = curImg
curImg++
}else{
prevImg = imgNo
curImg = 1;
curLoop++
console.log("LOOP");
}
$('#back').css({'opacity':'0'});
$('#top').css({'opacity':'1'});
document.getElementById("back").src = "frames/frame_"+curImg+".jpg";
document.getElementById("top").src = "frames/frame_"+prevImg+".jpg";
}else{
console.log("STOPPED");
window.clearInterval(myVarSTD);
}
if(!initialized){
myVarSTD = setInterval(function(){startAnimation()},delay*1000);
initialized = true;
}
});
jQuery Transit is an awesome plugin which mimics jQuery's animation functions but in CSS. You get a much higher framerate using CSS too!

jQuery scaling effects, scale in 1.1 and back to 1 when background position changes

I tried the CSS route but all new to me and learning still but cannot seem to work it out. My JS below switches the background position to show a new image in the sprite every 1 second but wondering if anyone knew how I can kind of give it a small scale effects so when it changes grows a little then back to normal size before change to the next background position?
JS:
// Avatar animations
var avatarInterval;
function startAvatarAnimation() {
var i = 0;
var avatarSpeed = 500;
var avatarCount= 11;
var avatarHeight = 250;
var avatarTotalHeight = 2750;
avatarInterval = setInterval(function(){
i++;
if(i > 11){
i = 0;
}
$(".avatars").css({'background-position' : '0 -' + (i*avatarHeight) + 'px' });
$(".avatars").toggleClass('scaleIn', 'scaleOut');
}, avatarSpeed);
return false;
}
function stopAvatarAnimation(){
clearInterval(avatarInterval);
$(".avatars").css({'background-position' : '0 0' });
return false;
}
JS below switches the background position to show a new image in the
sprite every 1 second but wondering if anyone knew how i can kind of
give it a small scale effects so when it changes grows a little then
back to normal size before change to the next background position?
Try utilizing transition at css , setting duration to half of avatarSpeed or half of total duration of background-position effect ; setting transitionend event at .one() to prevent recursive call to transitionend handler , .removeClass() , .addClass() to toggle scale effect defined at css
css
.avatars {
transition: transform 500ms ease-in-out;
width: 100px;
height: 100px;
background-image: url(/path/to/background-image);
}
.avatars.scaleIn {
transform: scale(1.1, 1.1);
}
.avatars.scaleOut {
transform: scale(1.0, 1.0);
}
js
// Avatar animations
var avatarInterval;
function startAvatarAnimation() {
var i = 0;
var avatarSpeed = 500;
var avatarCount= 11;
var avatarHeight = 250;
var avatarTotalHeight = 2750;
avatarInterval = setInterval(function(){
i++;
if(i > 11){
i = 0;
}
$(".avatars").css({'background-position' : '0 -' + (i*avatarHeight) + 'px' })
.removeClass("scaleOut").addClass("scaleIn")
.one("transitionend", function() {
$(this).removeClass("scaleIn").addClass("scaleOut");
});
}, avatarSpeed);
return false;
}
$(".avatars").on("click", function() {
$(this).removeClass("scaleOut").addClass("scaleIn")
.one("transitionend", function() {
$(this).removeClass("scaleIn").addClass("scaleOut");
})
})
.avatars {
transition: transform 500ms ease-in-out;
width: 100px;
height: 100px;
background-image: url(http://lorempixel.com/100/100/nature);
}
.avatars.scaleIn {
transform: scale(1.1, 1.1);
}
.avatars.scaleOut {
transform: scale(1.0, 1.0);
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js">
</script>
<div class="avatars"></div>

Changing css animation in javascript

I have a blinking red box in my html it uses css animations. I want to to be able to change it from blinking red and white to green and white. I know this can be done on id elements by using getElementbyId but how would get access to the green aminated box in the css.
The red box looks like this:
#-webkit-keyframes 'noConnection'
{
1% { background-color: red; }
33% { background: white; }
66% { background: red; }
100% { background: white; }
}
The green is this:
#-webkit-keyframes 'Connection'
{
1% { background-color: green; }
33% { background: white; }
66% { background: green; }
100% { background: white; }
}
The animate looks like this:
#animate {
height: 15px;
width: 15px;
}
.cssanimations #animate {
-webkit-animation-direction: normal;
-webkit-animation-duration: 5s;
-webkit-animation-iteration-count: infinite;
-webkit-animation-name: Connection;
-webkit-animation-timing-function: ease;
and I think I have to change the attribute -webkit-animation-name: from javascript to do this but I dont know how to get a handle on it to change it.
Or would I be better off creating a duplicate #animate and renaming it using the getElementById?
Here is a simple web page that demonstrates how to use Javascript to modify a CSS animation. It contains a simple div, and a little Javascript causes the div to move randomly around the page.
In your specific case, you just need to touch up the line that calls "insertRule" to insert your new blinking rule.
<html><head><style></style></head>
<body>
<div id="mymovingdiv">
<h1>Moving Div</h1>
<p>And some little text too</p>
</div>
<script>
function animatedMove(id, xStart, yStart, xEnd, yEnd, secs)
{
// Remove any CSS rules inserted by a previous call to this method
let rulename = `AnimMove${id}`;
let ss = document.styleSheets; // all stylesheets
for (let i = 0; i < ss.length; ++i) { // for each stylesheet...
for (let j = ss[i].cssRules.length - 1; j > 0; j--) { // for each rule...
if (ss[i].cssRules[j].name === rulename) { // does the name match?
ss[i].deleteRule(j);
}
}
}
// Insert a CSS rule for this animation
document.styleSheets[0].insertRule(`#keyframes ${rulename} { 0% { left: ${xStart}px; top: ${yStart}px; } 100% { left: ${xEnd}px; top: ${yEnd}px } }`);
// Remove any CSS rules inserted by a previous call to this method
for (let i = 0; i < ss.length; ++i) { // for each stylesheet...
for (let j = ss[i].cssRules.length - 1; j > 0; j--) { // for each rule...
if (ss[i].cssRules[j].name === rulename) { // does the name match?
ss[i].deleteRule(j);
}
}
}
// Insert a CSS rule for this animation
document.styleSheets[0].insertRule(`#keyframes ${rulename} { 0% { left: ${xStart}px; top: ${yStart}px; } 100% { left: ${xEnd}px; top: ${yEnd}px } }`);
// assign the animation to our element
let el = document.getElementById(id);
el.style.position = 'absolute';
el.style.animation = `${rulename} ${secs}s`;
// Make the element stay where the animation ends
el.style.left = `${xEnd}px`;
el.style.top = `${yEnd}px`;
// Re-clone the element, to reset the animation
el.parentNode.replaceChild(el.cloneNode(true), el);
}
let x = 0;
let y = 0;
function randomMove()
{
let newX = Math.floor(Math.random() * 800);
let newY = Math.floor(Math.random() * 600);
animatedMove('mymovingdiv', x, y, newX, newY, 1);
x = newX;
y = newY;
}
setInterval(randomMove, 1000);
</script>
</body>
</html>
The easiest way to do this is to created two classes in CSS and then toggle between the two.
So something like:
.connection {
animation: 'Connection' 5s ease infinite
}
.no-connection {
animation 'noConnection' 5s ease infinite
}
And then use Javascript to toggle between the two
function toggleConnectionStatus(){
var element = document.getElementById('animate');
if(/* connection is active */) element.className = 'connection';
else element.className = 'no-connection'
}

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