CSS animation to occur on a timer to create a heartbeat animation - javascript

The snippet below shows a spinning circle. Every 1 second I want this circle to double in size and then shrink back to it's original size(to look like a heartbeat). The way I am attempting to do this is by creating a timer in javascript so that every one second, the class which causes the grow effect is removed from the circle, and then immediately added back on. I was hoping that having the class added back on after being removed would trigger the animation but I guess not. Right now the "heartbeat" only happens once.
Also I would like to have the circle spinning at constant speed if that's possible. Right now the circle really slows down at the end, and starts a little bit slow.
// set timeout
let tid = setTimeout(mycode, 1000);
function mycode() {
// do some stuff...
let ic = document.getElementById('inner-circle')
ic.classList.remove('heartbeat')
ic.classList.add('heartbeat')
tid = setTimeout(mycode, 1000); // repeat myself
}
function abortTimer() { // to be called when you want to stop the timer
clearTimeout(tid);
}
#spinning-circle {
animation-name: spinning-circle;
animation-duration: 10s;
animation-iteration-count: infinite;
width: 40px;
height: 40px;
}
.heartbeat {
width: 100%;
height: 100%;
animation-name: heartbeat;
animation-duration: 0.15s;
animation-iteration-count: 2;
animation-direction: alternate;
animation-fill-mode: both;
}
#inner-circle img {
width: 100%;
height: auto;
}
#-webkit-keyframes heartbeat {
100% {
transform: scale(2,2);
-webkit-transform: scale(2,2);
}
}
#-webkit-keyframes spinning-circle {
0% {
-webkit-transform: rotate(0deg);
transform: rotate(0deg);
}
100% {
-webkit-transform: rotate(360deg);
transform: rotate(360deg);
}
}
<div id="spinning-circle">
<div id='inner-circle'>
<img src="http://i.stack.imgur.com/WbNlQ.jpg">
</div>
</div>

use setInterval() and clearInterval() instead of setTimeout(), and remove the setTimeout() inside the function mycode()
// set timeout
let tid = setInterval(mycode, 1000);
function mycode() {
// do some stuff...
let ic = document.getElementById('inner-circle')
ic.classList.remove('heartbeat')
ic.classList.add('heartbeat')
}
function abortTimer() { // to be called when you want to stop the timer
clearInterval(tid);
}
and for the animation speed add animation-timing-function: linear; to .heartbeat {} and #spinning-circle {}

You don't need javascript at all:
#spinning-circle {
margin-top: 40px;
margin-left: 40px;
animation: spinning-circle linear 10s infinite;
width: 40px;
height: 40px;
overflow: visible;
}
#inner-circle {
animation: heartbeat 1s infinite;
}
#inner-circle img {
width: 100%;
height: auto;
}
#keyframes heartbeat {
0% {
transform: scale(1);
}
25% {
transform: scale(2);
}
50% {
transform: scale(1);
}
100% {
transform: scale(1);
}
}
#keyframes spinning-circle {
0% {
transform: rotate(0turn);
}
100% {
transform: rotate(-1turn);
}
}
<div id="spinning-circle">
<div id='inner-circle'>
<img src="http://i.stack.imgur.com/WbNlQ.jpg">
</div>
</div>

Related

How can I access a css to animate in javascript Vue JS

I am having a little trouble in using javascript to access a css animation. My goal in this code is if you click the next button or previous button the border should spin but I am having trouble to trigger the css animation.
This is my html
<template>
<div v-on:click="prev" class="prevButton"><p><</p></div>
<div class="borderTop"></div>
<div v-on:click="next" class="nextButton"><p>></p></div>
</template>
This is the css
.border{
position: fixed;
height: 500px;
width: 500px;
top: 0;
left: 0;
right: 0;
bottom: 0;
margin: auto;
border-radius: 50%;
border: 120px solid rgba(0, 0, 0, 0.555);
transform: rotate(45deg);
-webkit-animation: spin 2s linear; /* Safari */
animation: spin 2s linear;
}
#keyframes spin {
0% { transform: rotate(0deg);
border-right: 120px solid rgba(255, 255, 255, 0.226);}
100% { transform: rotate(360deg); }
}
this is the javascript
prev(){
document.querySelector(".borderTop").animate;
}
next(){
document.querySelector(".borderTop").animate;
}
You can't trigger the animation from Javascript. Instead you should add your animation style to an additional class which you can add to the div for the duration of the animation.
.animate {
animation: spin 2s linear;
}
Add anther class with animation-direction: reverse; if you would like to reverse the animation for the prev button.
prev() {
document.querySelector('.borderTop').classList.add('animate');
// Remove the animate class after the spin was performed so it works again when the button is clicked.
setTimeout(function() {
document.querySelector('.borderTop').classList.remove('animate');
}, 2000)
});
}
next() {
document.querySelector('.borderTop').classList.add('animate');
setTimeout(function() {
document.querySelector('.borderTop').classList.remove('animate');
}, 2000)
});
}
let borderAnimatable = document.querySelector(".borderTop")
prev(){
borderAnimatable.style.animation = "spin 2s linear";
borderAnimatable.style.WebkitAnimation = "spin 2s linear";
}
next(){
borderAnimatable.style.animation = "spin 2s linear";
borderAnimatable.style.WebkitAnimation = "spin 2s linear";
}

How to trigger a CSS animation from JS?

I have a balloon that when hovered, will expand n disappear (a popping-like animation). I made this in CSS but when the cursor moves, the balloon returned. I want the balloon to disappear forever until I refresh the page, so I guess it needs to be onclick, but that selector is not available in CSS.
Here's what I have in CSS
#keyframes pop
{
from{
opacity:1;
transform: translateZ(0) scale(1,1);
}
to{
opacity:0;
transform: translateZ(0) scale(1.5,1.5);
}
}
.balloon:hover
{
animation: pop 0.5s cubic-bezier(0.16, 0.87, 0.48, 0.99) forwards;
}
I saw another question that said the closest thing is :active but it requires the mouse to be held down. If I want it to be onclick, I need to use Javascript. But I don't know what I need to write to trigger the animation.
And is it also possible to make it so that when I pop 1 balloon, all the others will pop too automatically with a 1s delay inbetween? (There are 5 balloons).
You can add and remove the class of the animation with JS using classList.
Add:
object.classList.add('balloon');
Remove:
object.classList.remove('balloon');
Working example:
const add = () => {
document.getElementById('balloon').classList.add('animation')
}
const remove = () => {
document.getElementById('balloon').classList.remove('animation')
}
#keyframes pop {
from {
opacity: 1;
transform: translateZ(0) scale(1, 1);
}
to {
opacity: 0;
transform: translateZ(0) scale(1.5, 1.5);
}
}
.animation {
animation: pop 0.5s cubic-bezier(0.16, 0.87, 0.48, 0.99) forwards;
}
.balloon {
height: 125px;
width: 110px;
background-color: #FF6B6B;
border-radius: 50%;
}
.controls{
position: absolute;
bottom: 10px;
right: 10px;
}
<div id="balloon" class="balloon" onmouseover="add()"></div>
<div class="controls">
<button onClick="add()">Hide</button>
<button onClick="remove()">Show</button>
</div>
Here is a solution which makes balloons hiding one by one with interval .5s between them
var balloons = document.getElementsByClassName('balloon');
[...balloons].forEach( (e, i)=>{
e.onmouseover = function() {
this.classList.add('hidden');
setTimeout(hideAll, 500, balloons);
}
});
function hideAll(arg){
[...arg].forEach( (e, i)=>{
if ( ! e.classList.contains('hidden') ) {
e.style.animationDelay = i+'s';
e.classList.add('hidden');
}
});
}
#keyframes pop
{
from{
opacity:1;
transform: translateZ(0) scale(1,1);
}
to{
opacity:0;
transform: translateZ(0) scale(1.5,1.5);
}
}
.balloon.hidden
{
animation: pop .5s cubic-bezier(0.16, 0.87, 0.48, 0.99) forwards;
}
<div class="balloon">Balloon</div>
<div class="balloon">Balloon</div>
<div class="balloon">Balloon</div>
<div class="balloon">Balloon</div>
<div class="balloon">Balloon</div>

How to change how fast an element spins in CSS

So the element That I am manipulating has an id of spinning and a class of rotors
I can get my element to spin. I did this by using the css code here:
.rotors {
position: relative;
top: 90px;
left: 30px;
-webkit-animation:spin .5s linear infinite;
-moz-animation:spin .5s linear infinite;
animation:spin .5s linear infinite;
} #-moz-keyframes spin { 100% { -moz-transform:rotate(360deg);}}
#-webkit-keyframes spin { 100% { -webkit-transform:rotate(360deg);}}`
#keyframes spin { 100% { -webkit-transform:rotate(360deg);}}
But Say instead of it spinning automatically on the page load that I could press a button with an id of one and it would start to spin, and if I press a second button with an id of two, it would spin even faster then the first.
I am not sure how to achieve this. I did see where some people pointed out that you can change the css of an element using javascript but am unsure on how to achieve this especially on a button click. I want it to be something like getElementById(spinning).style.property = but on button click and just changing the speed of the rotation of my element.
One option would be to change the animation-duration CSS property dynamically with JavaScript.
var rotors = document.querySelector(".rotors");
function fast() {
rotors.style.animationDuration = ".2s";
}
function slow() {
rotors.style.animationDuration = ".5s";
}
.rotors {
height: 50px; /* for demo purpose */
width: 50px; /* for demo purpose */
animation: spin .5s linear infinite;
}
#keyframes spin {
100% { transform: rotate(360deg); }
}
<p>
<button onclick="fast()">Fast</button>
<button onclick="slow()">Slow</button>
</p>
<img class="rotors" src="https://cdn.onlinewebfonts.com/svg/img_489361.png" />
Add 2 buttons and use it to change the classes like below:
function startSpinning(){
var spDiv = document.getElementById('test');
if(spDiv.classList.contains('rotorsFast')){
spDiv.classList.remove('rotorsFast');
spDiv.classList.add('rotors');
}else{
spDiv.classList.add('rotors');
}
}
function startSpinningFast(){
var spDiv = document.getElementById('test');
if(spDiv.classList.contains('rotors')){
spDiv.classList.remove('rotors');
spDiv.classList.add('rotorsFast');
}else{
spDiv.classList.add('rotorsFast');
}
}
.rotors {
position: relative;
top: 90px;
left: 30px;
-webkit-animation: spin .5s linear infinite;
-moz-animation: spin .5s linear infinite;
animation: spin .5s linear infinite;
}
.rotorsFast {
position: relative;
top: 90px;
left: 30px;
-webkit-animation: spin .2s linear infinite;
-moz-animation: spin .2s linear infinite;
animation: spin .2s linear infinite;
}
#-moz-keyframes spin {
100% {
-moz-transform: rotate(360deg);
}
}
#-webkit-keyframes spin {
100% {
-webkit-transform: rotate(360deg);
}
}
` #keyframes spin {
100% {
-webkit-transform: rotate(360deg);
}
}
<div id="test" style="width:20px">apple</div>
<button onclick="startSpinning()">spin</button>
<button onclick="startSpinningFast()">spin Fast</button>
This is a nice spot to use a CSS custom variable. When the button is clicked, we toggle a secondary class on the .rotors div. When the faster class is present, the custom variable resets the animation speed to the faster speed, which is automatically applied to the animation.
const rotors = document.querySelector('.rotors');
const btn = document.querySelector('.rotorButton');
btn.addEventListener('click', () => {
rotors.classList.toggle('faster')
});
.rotors {
--spin-speed: 2s; /* Initial speed */
position: relative;
top: 40px;
left: 30px;
background-color: yellow;
color: black;
display: inline-block;
animation: spin var(--spin-speed) linear infinite;
}
.rotors.faster {
--spin-speed: .5s; /* Faster speed 🔥 */
}
#keyframes spin {
100% {
transform: rotate(360deg);
}
}
<div class="rotors">text</div>
<button class="rotorButton" type="button">Toggle Rotor Speed</button>
jsFiddle

start second animation css at position of first animation css

I need to chain two animations in my interface HTML/CSS on user event (here just a click on the document). The first animation start correctly, but when I want to restart the second animation nothing move ?
I know if i remove the .rotaiotn class and with a timeout put other animation class for the element, the second animation start from the first position of the element.
I want to know if exist a solution to start the second animation from the position of the blue ball after the first animation ?
document.addEventListener('click', startAnimation, false);
var isFisrtAnim = false;
function startAnimation(evt) {
var elt = document.querySelector('#blue_ball');
if (!isFisrtAnim) {
elt.setAttribute('class', 'rotation');
} else {
elt.setAttribute('class', 'rotation2');
}
elt.addEventListener("animationend", animationAtEnd, false);
}
function animationAtEnd(evt) {
evt.preventDefault();
isFisrtAnim = !isFisrtAnim;
var elt = evt.target;
// todo here get new position of elt to start another animation
// from the new position after first animation
var new_margin_top = window.getComputedStyle(elt).getPropertyValue('margin-top');
var new_margin_left = window.getComputedStyle(elt).getPropertyValue('margin-left');
console.log('At end new margin-top : ' + new_margin_top + ' - new margin-left : ' + new_margin_left);
// positions are the same of start element ? they are not modify ?
}
#circleNav {
background: rgba(215, 229, 231, 0.4) !important;
margin-top: 100px;
margin-left: 120px;
border-radius: 50%;
width: 335px;
height: 335px;
border: 2px solid #0e6694;
}
img {
max-width: 100%;
}
#blue_ball {
position: absolute;
margin-top: -350px;
margin-left: 165px;
width: 70px;
height: 70px;
border: none;
z-index: 5;
transform-origin: 120px 180px;
}
.rotation {
-webkit-animation: rotation 3s linear;
animation-fill-mode: forwards;
-webkit-animation-fill-mode: forwards !important;
}
#-webkit-keyframes rotation {
from {
-webkit-transform: rotate(0deg);
}
to {
-webkit-transform: rotate(240deg);
}
}
.rotation2 {
-webkit-animation: rotation 3s linear;
animation-fill-mode: forwards;
-webkit-animation-fill-mode: forwards !important;
}
#-webkit-keyframes rotation2 {
from {
-webkit-transform: rotate(240deg);
}
to {
-webkit-transform: rotate(360deg);
}
}
<h2>
CLICK ON THE BODY TO START ANIMATION
</h2>
<h4>
When the Blue ball stop click an other time to start second animation, but don't work ?
</h4>
<div id="circleNav"></div>
<div id="blue_ball">
<a href="#">
<img id="btn_menu" src="http://mascaron.net/img/mini_rond_logo.png">
</a>
</div>
smaple code on jsfiddle
thanks in advance.
Just one question, in css:
.rotation2 {
-webkit-animation: rotation 3s linear;
animation-fill-mode: forwards;
-webkit-animation-fill-mode: forwards !important;
}
should not be:
.rotation2 {
-webkit-animation: rotation2 3s linear; /* <----- here, rotation2
animation-fill-mode: forwards;
-webkit-animation-fill-mode: forwards !important;
}
In js part, why not use elem.classList https://developer.mozilla.org/fr/docs/Web/API/Element/classList to manipulate css class property.

Repeat animation every 3 seconds

I am using WOW.js and animate.css, right now I am running my CSS to Infinite. I would like know how can I make my class run for 3 seconds stop and start again to infinite?
My html:
<img src="images/fork.png" class="fork wow rubberBand" >
My CSS class:
.fork {
position: absolute;
top: 38%;
left: 81%;
max-width: 110px;
-webkit-animation-iteration-count: infinite ;
-webkit-animation-delay: 5s;
}
The solution can be in JS or CSS3.
With pure CSS3 animations, one way to add a delay between every single iteration of the animation would be to modify the keyframes setting such that they produce the required delay.
In the below snippet, the following is what is being done:
The whole duration of the animation is 6 seconds. In order to have the delay, the whole duration should be the duration for which your animation actually runs + time delay. Here, the animation actually runs for 3s, we need a 3s delay and so the duration is set as 6 seconds.
For the first 50% of the animation (that is, 3 seconds), nothing happens and the element basically holds its position. This gives the appearance of the 3 second delay being applied
For the next 25% of the animation (that is, 1.5 seconds) the element moves down by 50px using transform: translateY(50px).
For the final 25% of the animation (that is, last 1.5 seconds) the element moves up by 50px using transform: translate(0px) (back to its original position).
The whole animation is repeated infinite number of times and each iteration will end up having a 3 second delay.
div{
height: 100px;
width: 100px;
border: 1px solid;
animation: move 6s infinite forwards;
}
#keyframes move{
0% { transform: translateY(0px);}
50% { transform: translateY(0px);}
75% { transform: translateY(50px);}
100% { transform: translateY(0px);}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/prefixfree/1.0.7/prefixfree.min.js"></script>
<div>Some content</div>
The animation-delay property introduces a delay only for the first iteration and hence it cannot be used to add delays between every iteration. Below is a sample snippet illustrating this.
div{
height: 100px;
width: 100px;
border: 1px solid;
animation: move 6s infinite forwards;
animation-delay: 3s;
}
#keyframes move{
0% { transform: translateY(0px);}
50% { transform: translateY(50px);}
100% { transform: translateY(0px);}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/prefixfree/1.0.7/prefixfree.min.js"></script>
<div>Some content</div>
LIke this
html
<div class="halo halo-robford-animate"></div>
css
body{
background: black;
}
.halo{
width: 263px;
height: 77px;
background: url('http://i.imgur.com/3M05lmj.png');
}
.halo-robford-animate{
animation: leaves 0.3s ease-in-out 3s infinite alternate;
-webkit-animation: leaves 0.3s ease-in-out 3s infinite alternate;
-moz-animation: leaves 0.3s ease-in-out 3s infinite alternate;
-o-animation: leaves 0.3s ease-in-out 3s infinite alternate;
}
#-webkit-keyframes leaves {
0% {
opacity: 1;
}
50% {
opacity: 0.5;
}
100% {
opacity: 1;
}
}
#-moz-keyframes leaves {
0% {
opacity: 1;
}
50% {
opacity: 0.5;
}
100% {
opacity: 1;
}
}
#-o-keyframes leaves {
0% {
opacity: 1;
}
50% {
opacity: 0.5;
}
100% {
opacity: 1;
}
}
#keyframes leaves {
0% {
opacity: 1;
}
50% {
opacity: 0.5
}
100% {
opacity: 1;
}
}
jsfiddle

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