Reverse background-position animation without resetting - javascript

I created an animation with CSS that changes the background-position of an element over time, to create a sort of scrolling effect with the background.
#keyframes stars-animate {
0% {
background-position: 0 -500px;
}
100% {
background-position: 2000px -500px;
}
}
This works perfectly. However, I also want to start to rewind the animation and create a reverse scrolling event. This is triggered by some irrelevant action.
function triggerReverse(element) {
element.style.animationDirection = 'reverse';
}
However, when I set the animation-direction to reverse, it does work, but not before it flips the entire background.
Am I doing it wrong, or is that the wrong way to do it, and if so, what is the right way?
Edit: I need to be able to reverse the animation while it is playing

UPDATE
The renewed sample code below provide the effect that enables a user to interrupt/pause the animation (during the first iteration) and immediately start to reverse the animation.
Here it is using time to control. Record the elapsed time from the beginning of animation, and calculate how to start the reverse animation. There are 2 iterations defined in css to make a whole loop. Without user intervention, the animation pauses/stops after the first iteration. But if there is, pause the iteration and immediately re-start it with a calculated animation-delay time. This will looks like an immediate reverse, however actually it is a new start.
There is also a trick on how to re-start the animation. Please refer to the code comment.
I searched around but found nobody has mentioned a similar scenario so far, nor a similar solution. Instead of to use time to control, I would like to see other better approaches.
My test also proves that different running environments render slightly different smoothness. Fortunately, here in SO is the best.
Try the solution to see if it can works well in your own scenario.
const span = document.querySelector('span'),
button = document.querySelector('button'),
duration = 10; // animation-during
let startTime;
span.addEventListener('animationstart', () => {
startTime = Date.now();
button.style.visibility = 'visible';
});
span.addEventListener('animationiteration', () => span.style.animationPlayState = 'paused');
span.addEventListener('animationend', () => {
button.style.visibility = 'hidden';
});
button.addEventListener('click', () => {
span.classList.remove('my_anim');
void span.offsetWidth; // safely apply changes
span.classList.add('my_anim');
const elapsed = Date.now() - startTime;
const delay = (elapsed < duration * 1000) ? (elapsed / 1000 - duration * 2) : -duration;
span.style.animationDelay = `${delay}s`;
span.style.animationPlayState = 'running';
});
span.my_anim {
animation: 10s 2 alternate my_move;
}
#keyframes my_move {
from {
margin-left: 0;
}
to {
margin-left: 50%;
}
}
button {
visibility: hidden;
}
<div>
<span class="my_anim">#</span>
</div>
<button>reverse</button>
This example does not use background-position for animation but a plain character.
const span = document.querySelector("span"),
button = document.querySelector("button");
span.addEventListener(
"animationiteration",
function() {
this.classList.add("paused");
button.style.visibility = "visible";
}
);
button.addEventListener(
"click",
function() {
this.style.visibility = "hidden";
span.classList.remove("paused");
}
);
span {
animation: 3s 2 alternate my_move;
}
span.paused {
animation-play-state: paused;
}
#keyframes my_move {
from {
margin-left: 0;
}
to {
margin-left: 50%;
}
}
button {
visibility: hidden;
}
<div>
<span>#</span>
</div>
<button>reverse</button>
NB: Use -webkit- prefix for css animation when necessary.

building off of #themefield's answer above - thanks, #themefield! - this way works the 'best', not perfect. (Sometimes the letter isn't in exactly the right spot when it reverses.)
The approach that worked was
a) reset animation to forward / reverse at the end
b) replace the animation with its opposite on toggling, setting a - start time to try to position it where it was.
Often it works pretty good, sometimes a lot off.
span = document.querySelector('span')
button = document.querySelector('button')
timerElement = document.querySelector('#timerId')
duration = 3; // animation-during
let startTime = Date.now();
toSec = (msec) => msec / 1000
elapsedTimeMsec = () => Date.now() - startTime
elapsedTimeSec = () => toSec(elapsedTimeMsec())
updateTimer = () => timerElement.innerHTML = `${elapsedTimeSec().toPrecision(2)}s`
let intervalHandle;
startTimer = () => {
intervalHandle = window.setInterval(() => {
updateTimer()
}, 500)
}
endTimer = () => {
window.clearInterval(intervalHandle)
intervalHandle = null
}
span.addEventListener('animationstart', () => {
startTime = Date.now();
startTimer()
});
span.addEventListener('animationiteration', () => span.style.animationPlayState = 'paused');
toggleAnimation = (shouldDelay) => {
span.classList.remove('my_anim');
void span.offsetWidth;
span.classList.add('my_anim');
if(span.style.animationDirection !== 'reverse')
span.style.animationDirection = 'reverse';
else
span.style.animationDirection = 'normal';
if(shouldDelay !== null && shouldDelay) {
span.style.animationDelay = `-${elapsedTimeSec()}s`;
} else {
span.style.animationDelay = `0s`;
}
span.style.animationPlayState = 'running';
}
span.addEventListener('animationend', () => {
endTimer()
updateTimer()
toggleAnimation();
});
button.addEventListener('click', () => {
endTimer()
updateTimer()
toggleAnimation(true) // todo pass in delay!
});
span.my_anim {
font-size: 54px;
animation: 3s 1 normal both my_move;
}
#keyframes my_move {
from {
margin-left: 0;
}
to {
margin-left: 50%;
}
}
button {
/*visibility: hidden;*/
}
#timerId {
font-size: 24px;
color: darkturquoise;
position: fixed;
bottom: 0;
left: 50%;
}
<div>
<span class="my_anim">#</span>
</div>
<button>reverse</button>
<span id="timerId"></span>

Related

How do I make a div fade in over a set time? [duplicate]

This question already has answers here:
How to do fade-in and fade-out with JavaScript and CSS
(13 answers)
Closed last month.
I want to make my div box fade in but it never appears.
The first time I tried to use a loop but that made an infinite loop and crashed because I put a timeout in it.
Now I'm trying to use a function that adds 0.1 opacity to the object every set amount of time until it is at max 1 but nothing happens-
function fadethis1 (fadeObjectIn) {debugger
if (fadeObjectIn.style.opacity>1){
setTimeout(() => {
fadeObjectIn.style.opacity=fadeObjectIn.style.opacity+0.1
fadeObjectIn.style.opacity=parseFloat(fadeObjectIn.style.opacity)+0.1
}, 100);
fadethis1(document.querySelector("div.alertbox")) }
}
const fadeInDiv = () => {
const fade = document.getElementById("fade");
let fadeIndex = 0;
const fadeInterval = setInterval(() => {
fadeIndex += 0.1;
fade.style.opacity = fadeIndex;
if (fadeIndex >= .9) clearInterval(fadeInterval);
}, 100);
}
fadeInDiv();
#fade {
width: 250px;
height: 100px;
background-color: green;
opacity: 0;
}
<div id="fade"></div>

How to play one css anmation before chaging innerHTML and another one after it?

What I need is this: when I click the button I want the old text to slowly disappear, then I want the new one to slowly appear.
But the disappear animation never gets played. Here's my code:
css
.quote-container {
opacity: 0;
}
.appear {
opacity: 0;
animation: fadeIn 1200ms ease-in forwards;
}
.disappear {
opacity: 1;
animation: fadeOut 1200ms ease-in;
}
#keyframes fadeIn {
from {
opacity: 0;
}
to {
opacity: 1;
}
}
#keyframes fadeOut {
from {
opacity: 1;
}
to {
opacity: 0;
}
}
javascript
let pickARandomQuote = () => {
index = Math.floor(Math.random() * quotes.length);
currentQuote = quotes[index].quote;
currentAuthor = quotes[index].author;
console.log(currentQuote + " \n" + currentAuthor);
let quoteContainer = document.getElementById("quote-container");
quoteContainer.classList.add("disappear");
void quoteContainer.offsetWidth;
quoteContainer.classList.remove("disappear");
void quoteContainer.offsetWidth;
quoteContainer.classList.remove("appear");
document.getElementById("text").innerHTML = currentQuote;
document.getElementById("author").innerHTML = "- " + currentAuthor;
void quoteContainer.offsetWidth;
quoteContainer.classList.add("appear");
return {
quote: currentQuote,
author: currentAuthor
};
};
document.addEventListener("DOMContentLoaded", pickARandomQuote);
let button = document.getElementById("new-quote");
if (button) {
button.addEventListener("click", pickARandomQuote);
}
It seems like the animation on the screen happens independently from the code, so "disappear" animation doesn't have enough time to get played. I tried "setTimeout", but it didn't help though.
You need to wait till disappear animation ends before executing appear.
One of the approaches is setTimeout function.
Example:
let pickARandomQuote = function() {
index = Math.floor(Math.random() * quotes.length);
currentQuote = quotes[index].quote;
currentAuthor = quotes[index].author;
let quoteContainer = document.getElementById("quote-container");
quoteContainer.classList.remove("appear");
quoteContainer.classList.add("disappear");
setTimeout(function () {
document.getElementById("text").innerHTML = currentQuote;
document.getElementById("author").innerHTML = "- " + currentAuthor;
quoteContainer.classList.remove("disappear");
quoteContainer.classList.add("appear");
}, this.duration)
};
document.addEventListener("DOMContentLoaded", { handleEvent: pickARandomQuote, duration: 0 });
let button = document.getElementById("new-quote");
if (button) {
button.addEventListener("click", { handleEvent: pickARandomQuote, duration: 1200 });
}
However, if you can use jQuery, the following Q&A may work for you.
Jquery replacewith fade/animate

requestAnimationFrame gives the wrong timestamp when showing a confirm dialog (Chromium?)

I have a simple animation, which is done using requestAnimationFrame (for demo purposes adapted from the example on MDN). If before the animation I show a confirm dialog, the timestamp received by the animation function is wrong. The difference between the first and second timestamps is equal to the time from the moment the confirm message was shown, until the "OK" button was clicked. This behaviour (bug?) is visible in Chrome and Opera (both running Chromium). Firefox and Internet Explorer 11 run as expected. Check the fiddle or the example below.
const cache = {
start: null,
target: null
};
function animate(timestamp) {
console.log(timestamp);
if (cache.start === null) {
cache.start = timestamp;
}
var progress = timestamp - cache.start;
cache.target.style.left = Math.min(progress / 10, 100) + 'px';
if (progress < 1000) {
requestAnimationFrame(animate);
} else {
cache.target.style.left = 0;
cache.start = null;
}
}
(function() {
const target = document.getElementsByTagName("div")[0];
cache.target = target;
const cb = document.getElementsByTagName("input")[0];
const btn = document.getElementsByTagName("button")[0];
btn.addEventListener("click", function() {
if (cb.checked) {
if (confirm("Just click 'OK' to start the animation, ok?")) {
requestAnimationFrame(animate);
}
} else {
requestAnimationFrame(animate);
}
})
})();
html,
body {
padding: 0;
margin: 0;
}
div {
width: 50px;
height: 50px;
border: 1px solid black;
background-color: yellowgreen;
position: absolute;
top: 50px;
}
button {
margin-top: 20px;
}
<button type="button">Start</button>
<label>
<input type="checkbox" />use "confirm"</label>
<div>
</div>
Open the console to see the received timestamps. The animation is set to run for 2 seconds. When showing the confirm dialog, if the "OK" button gets clicked faster than 2 seconds, the animation runs for the "remaining" time. If the time needed to click the "OK" button is longer than the time animation time, the element will not be animated and there will be 2 values (timestamps) sent to the console; the difference of these 2 values is the time needed to click the "OK" button.
I assume that this is a bug in Chromium. Is there a workaround for this (still animating with requestAnimationFrame, not trough CSS)? I couldn't find anything regarding this in their tracker. Does anybody have additional info on this?
I have to say, I found this very interesting.
After spending to much time on it I may have found a workaround for you. You can see that here. https://jsfiddle.net/qtj467n0/13/
The basic gist of it is, I replaced the DOMHighResTimeStamp that requestAnimationFrame provides with performance.now() which also returns a DOMHighResTimeStamp.
const cache = {
start: null,
target: null,
time: 2000
};
function animate(timestamp) {
console.log(timestamp);
if (cache.start === null) {
cache.start = timestamp;
}
var progress = timestamp - cache.start;
cache.target.style.left = Math.min(progress / 10, cache.time / 10) + 'px';
if (progress < cache.time) {
requestAnimationFrame(animate);
} else {
cache.target.style.left = 0;
cache.start = null;
}
}
const render = () => {
requestAnimationFrame((timestamp) => {
const performanceNow = performance.now();
animate(performanceNow)
});
}
(function() {
const target = document.getElementsByTagName("div")[0];
cache.target = target;
const cb = document.getElementsByTagName("input")[0];
const btn = document.getElementsByTagName("button")[0];
btn.addEventListener("click", function() {
if (cb.checked) {
const confirmed = confirm("Just click 'OK' to start the animation, ok?");
if (confirmed) {
render();
}
} else {
requestAnimationFrame(animate);
}
})
})();
html,
body {
padding: 0;
margin: 0;
}
div {
width: 50px;
height: 50px;
border: 1px solid black;
background-color: yellowgreen;
position: absolute;
top: 50px;
}
button {
margin-top: 20px;
}
<button type="button">Start</button>
<label>
<input type="checkbox" />use "confirm"</label>
<div>
</div>

Flash/blink tab effect in Javascript

I'm creating a simple chat in Javascript/PHP. I would like to flash/blink tab when new message is coming like on Facebook for example. How can I do that?
Here is example code:
(function () {
var original = document.title;
var timeout;
window.coders = function (newMsg, howManyTimes) {
function step() {
document.title = (document.title == original) ? newMsg : original;
if (--howManyTimes > 0) {
timeout = setTimeout(step, 1000);
};
};
howManyTimes = parseInt(howManyTimes);
if (isNaN(howManyTimes)) {
howManyTimes = 5;
};
cancelcoders(timeout);
step();
};
window.cancelcoders = function () {
clearTimeout(timeout);
document.title = original;
};
}());
You can use this code something like :
coders("New Message from Bhavin Solanki");
... or...
coders("New Message from Bhavin Solanki", 20); // toggles it 20 times.
You're better off doing the animation in css, and just using javascript to start and stop the animation. You got downvoted because you did not show your attempt at a solution.
(function(){
var message = document.querySelector('.message'),
button = document.querySelector('#button');
button.addEventListener('click', blink, false);
// this is where you toggle the class
function blink(e){
message.classList.toggle('blink');
}
})();
#keyframes blink {
from {
background-color: red;
color: white;
}
to {
background-color: white;
color: red;
}
}
.message {
text-align: center;
}
/* run the animation on .message when it also has the class .blink */
.message.blink {
animation: blink 1s linear infinite alternate;
}
<div class="message">You've got a message</div>
<button id="button">blink</button>

fadeIn and fadeOut in javascript

I'm trying to write my own animations using JavaScript.
I wrote a function for fadeIn() as below, it changes the display property followed by a change in value of opacity. But it doesn't seem to be working.
What am I doing wrong?
function fadeIn(obj, defDisp) {
obj.style.opacity = 0;
obj.style.display = defDisp;
var opVal = 0;
while (opVal < 1) {
obj.style.opacity = opVal;
opVal += 0.1;
}
}
defDisp = Default value for display property
Without a timing interval, this will likely execute too fast for you to see it. The while loop, without a timeout feature, will execute in far less than a second, and you won't see it happen. It's like asking a computer to count to 10, it will do it in less than a millisecond.
Try using a setTimeout
http://www.w3schools.com/jsref/met_win_settimeout.asp
while(opVal < 1) {
setTimeout(function(){
obj.style.opacity = opVal;
opVal += 0.1;
}, 3000);
}
Alter the timer (3000 in this case) to something that makes your fade work for you. Every 1000 is a one second and your loop runs 10 times, so in this case it would be 30 seconds, likely too slow.
I would probably stick with a CSS transition however, as they tend to render better on all browsers.
var el = document.getElementById('fadein');
fadeIn(el);
function fadeIn(ele, defDisp) {
ele.style.opacity = 0;
ele.style.display = defDisp;
var opVal = 0;
var t = setInterval(function(){
if(opVal >= 1){
clearInterval(t);
}
ele.style.opacity = opVal;
opVal += 0.1;
}, 100);
}
#fadein{ background: #ccc; border:1px solid #ddd; padding: 10px }
<div id="fadein">Hello</div>
Use a function that calls itself after a delay.
function fadeIn(obj, defDisp) {
obj.style.opacity = 0;
obj.style.display = defDisp;
var last = +new Date(); // Keep track of the time to calculate the opacity
var fadeStep = function () {
obj.style.opacity = +obj.style.opacity + (new Date() - last) / 800;
last = +new Date();
if (+obj.style.opacity < 1) {
setTimeout(fadeStep, 16);
}
};
fadeStep();
}
var el = document.getElementById('box');
fadeIn(el, 'block');
#box{ padding: 1em; background: #009afd; color: #ffffff; display: none; }
<div id="box">Hello</div>
If you want the fade to be faster, replace 800 by anything lower and vice-versa.
Because html render and for loop use the same thread, so when you doing the for-loop,you can't see any changes until the function complete. You have to use a setTimeout or setInterval (or requestAnimationFrame which is introduced from html5) so you browser can have the control to change the properties on the page:
You can see a example from the snippet, although the second that use a setTimeout is faster than the first one, which use for loop, the first one will not change its color as browser not able to change color during for-loop.
And if you choose to use requestAnimationFrame like I do in the snippets, you can have a smooth animation while the time can also be controlled precisely.
function fadeIn() {
this.style.opacity = 0;
this.style.display = 'block';
var opVal = 0;
console.time("count");
while(opVal < 1) {
this.style.opacity = opVal;
opVal += 0.000001;
}
console.timeEnd("count");
}
// Accept target as the target to apply anim, time is total anim time in ms.
function fadeInAlt(target, time) {
var opacity = 0;
var last = window.performance.now();
console.time("count2");
target.style.opacity = opacity;
target.style.display = 'block';
var fadeInFunc = function(timeStamp) {
if (opacity < 1) {
// Define the change by passed time.
var timePassed = timeStamp - last;
opacity += timePassed / time;
target.style.opacity = opacity;
last = timeStamp;
requestAnimationFrame(fadeInFunc);
} else {
console.timeEnd("count2");
return;
}
};
requestAnimationFrame(fadeInFunc);
}
var div = document.getElementById('test');
div.onclick = fadeIn;
var div2 = document.getElementById('test2');
div2.onclick = function() {
fadeInAlt(this, 3000);
};
#test {
background-color: red;
width: 30px;
height:30px;
}
#test2 {
background-color: blue;
width: 30px;
height:30px;
}
<div id="test"></div>
<div id="test2"></div>

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