Queued animations in javascript (no jQuery) - javascript

I have a couple of SVG Lines that connect to dots. I want to animate these lines one by one to give the impression they're being drawn.
My code is set up like this:
function connectDots(dots){
var lines = document.querySelectorAll(".connection-line")
var wait = 300 //Execute 1 animation every 300 ms
for(i=1; i<dots.length; i++){
// Some irrelevant logic
drawLine(line,wait*(i-1));
}
}
function drawLine(line, offset){
var interval = 5;
var animation = setInterval(draw,interval)
function draw(){
setTimeout(function(){
// Animation logic
}, offset)
}
}
The connectDots loop iterates through the dots and draws the corresponding lines between those dots.
The animation logic is there but I'm excluding it because it's not relevant here. I think the problem is with the for-loop, which doesn't work probably because it's executed synchronously in some way and adding a controlled delay (300 * the position of the animation, like 0 for the first, 300 for the second, 600 for the third, and so forth) for every one of those animations is not reliable.
My question: How can I properly create a queue of these lines and animate them one by one? I think I'm looking for either Deferred objects or callbacks, but I'm not sure how to start.
Additional info: The size of the array of dots (and lines) is static, not dynamic. Perhaps that simplifies the issue in this scenario.

Related

For loop does not run how I expect it to run

The for loop does not run like I would expect it to. I would expect the for loop to run only once, but when I run it, it shows an animation.
The programming environment I am using:
https://www.khanacademy.org/computing/computer-programming/programming/arrays/pp/project-make-it-rain
var xPositions = [200];
var yPositions = [0];
draw = function() {
background(204, 247, 255);
for (var i = 0; i < xPositions.length; i++) {
noStroke();
fill(0, 200, 255);
ellipse(xPositions[i], yPositions[i], 10, 10);
yPositions[i] += 5;
}
};
When we say i++ then the condition i < xPositions.length is no longer true.
So why does the the loop run more than once?
I was told that because the draw function is called forever, the loop will also get called forever.
But, the second time the loop tries to run, the condition of the for loop is not met and therefore should not run.
Thanks.
Blockquote
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Blockquote
I would expect the for loop to run only once
This is the correct expectation...with one addtion: the for loop will only run once per function call. If draw() is called more than once, then it will execute the loop every time you call the function.
draw() creates a single frame of the animation. In this case, you move the rain drop down 5 pixels and then render the frame with it at the new position. But to get the animation, you need to call draw() several times a second. This is similar to flipping the corners of your notebook with a slightly different version of a stick man drawn on each page to create an illusion of motion. The repeated calls to draw() are taken care of in your programming environment.
The for loop you write inside of draw() is intended to iterate over each raindrop. In this case, you only have one. I suggest adding 3 or 4 raindrops at different positions. Then you will see how the for loop iterates over each raindrop, moving them each down 5 pixels. Then your programming environment on Kahn Academy will call draw() several time per second for each frame in the animation.
The loop should run only once, but in processing js, the draw function is called forever.

GSAP: Trying to stagger Tweens in Timeline

I am trying to play each Tween within my timeline with a certain offset.
This is how I init my timeline:
const tl = new TimelineLite({
onComplete: playReverse,
onReverseComplete: play,
stagger: 5
});
Later I add my tweens to the timeline, passing an array to the .add() method.
tl.add(tweensForTl);
When the timeline plays, all tweens start at the same time...
Any suggestions or ideas?
It's tough to tell from the limited code you posted, but you may be able to use one of the stagger methods like staggerTo() whose 4th parameter is the "stagger" amount (a number, in seconds, between the start times). That might be the most concise way.
But to strictly answer your question, you could do:
tl.add(tweensForTl[0]); //add the first one at the end (no delay)
for (var i = 1; i < tweensForTl.length; i++) {
tl.add(tweensForTl[i], "+=5"); //add a 5 second delay before the start of each subsequent one
}
If you haven't seen this already, it might be helpful: http://greensock.com/position-parameter

Moving an image up the screen using do and while loops

I am learning JavaScript and have been developing a simple game that is essentially a balloon that you can move around on the screen. I managed to do keypresses etc with a lot of help and the balloon moved about just perfectly.
I now want to simulate gravity, by having the balloon move one pixel down the screen if the balloon image was above a value, i tried to do this with the following do while statement:
var balloon = document.getElementById("balloon");
var bottom = parseInt (balloon.style.bottom, 10);
do {
balloon.style.bottom = bottom + 50 + 'px';
}
while (bottom = bottom > 600) // Gravity
What I want this to do, is to check the code is working by making the balloon move up the page 1 pixel if the bottom value is less than 600.
I have stripped out all the code I used to make the balloon move.
If I could just see the balloon move slowly up the page I would be very happy, because then at least I know I can just switch the values round when I've added the movement back in.
The other answers address the issue of attempting an animation with an explicit loop. As they have pointed out, you should use timers.
Because it seemed like fun, I made you a simple example of how to use a timer to animate a balloon falling:
http://jsfiddle.net/dmuu9w97/
The key code is the following:
// Make balloon fall 1px every 10ms
setInterval(function() {
var bottom = getBalloonBottom();
if (bottom > 0)
balloon.style.bottom = bottom - 1 + "px";
}, 10);
For your while loop condition should be (bottom>600) . No need for '='
You are loading the variable bottom outside the loop. It will never change. If it is 610 at the start of the loop it will remain 610 because it is assigned only in line 2 of your code
While loop should probably be ....bottom = (bottom - 1) + 'px';
If you write a while loop like this, it will execute 10 times immediately and your baloon will be always stuck in 600
To solve 'stuck at 600' problem, you should use a timer:
Think about "how fast should the balloon fall". Then you can come up with some number like "5 pixels in 100 milliseconds".
Then write a function... call that function on a timer.
Check the setTimeout function here...
setTimeout method
It's not impossible to do with a do loop but I think you ought to abandon this explicit loop in favor of javascript's timer/timeline. Look into how to use window.setTimeout() where the body of your do loop becomes the body of the callback function AND a trailing call to window.setTimeout() passing the callback again with a delay of 1000/your-chosen-framerate milliseconds. Then you can also process keypress events in their own handlers for intentional movement.
If you use an explicit loop, you'll only get gravity because the loop should never end (just as gravity never stops pulling) and therefore the browser will never have a chance to call the keypress event handler.
Your timeout callback runs once, queues itself again, and terminates. That gives control back to the browser's javascript engine to process events or, if nothing else, run the callback function again after the requested delay.
requestAnimationFrame may be more appropriate than setTimeout in modern JS implementations. It usually leads to a smoother result for animations.

Sprite Animation using a for loop

I am trying to create an animation using a sprite sheet and a for loop to manipulate the background position until it has reached the total number or rows in the sheet. Ideally a reset back to the initial position would be practical, but I cannot even get the animation itself to trigger...
With the current function, no errors occur and the background position in my CSS does not change. I even recorded using Chrome DevTools Timeline and there was nothing either then everything related to my page loading. I have also tried using "background-position-y" as well as a simpler value rather then the math I currently have in place.
This is my function:
$(document).load(function() {
var $height= 324;
var $rows= 34;
for(var i=0; i<$rows; i++){
setTimeout(function() {
$('#selector').css("background-position", "0px ", "0" - ($height*i) + "px");
}, 10);
}
});
I hate to ask a question that is similar to previous issues, but I cannot seem to find another individual attempting sprite sheet animation with a for loop, so I suppose it is it's own problem.
p.s. I didn't include a snippet of my HTML and CSS because it is pretty standard and I don't see how that could be the problem. That being said, I am all ears to any potential thoughts!
I am completely revamping my answer
This issue is that the for() loop is not affected by the setTimeout so the function needs to be written on our own terms, not with a loop
Working Fiddle
Here it is..
var $height= 5;
var $rows= 25;
var i = 1; // Starting Point
(function animateMe(i){
if(i<=$rows){ // Test if var i is less than or equal to number of rows
var newHeight = 0-($height*i)+"px"; // Creat New Height Position
console.log(i); //Testing Purposes - You can Delete
$('#selector').css({"background-position": "0px "+ newHeight}); // Set New Position
i++; // Increment by 1 (For Loop Replacement)
setTimeout(function(){animateMe(i)}, 1000); // Wait 1 Second then Trigger Function
};
})(0);
Here is your solution
First Change
$(document).load() To $(document).ready()
And Change .css Syntex as
$('#selector').css("background-position",'0px '+(0 - ($height*i))+'px');
Here is fiddle Check it ihad implemented it on my recent project http://jsfiddle.net/krunalp1993/7HSFH/
Hope it helps you :)

JavaScript Duration of animation isn't exact

First of all I want to mention two things,
One: My code isn't perfect (esspechially the eval parts) - but I wanted to try something for my self, and see if I could duplicate the jQuery Animation function, so please forgive my "bad" practices, and please don't suggest that I'll use jQuery, I wanted to experiment.
Two: This code isn't done yet, and I just wanted to figure out what makes it work badly.
So the animation runs for about 12 seconds while the duration parameter I entered was 15 seconds, What am I doing wrong?
function animate(elem, attr, duration){
if(attr.constructor === Object){//check for object literal
var i = 0;
var cssProp = [];
var cssValue = [];
for(key in attr) {
cssProp[i] = key;
cssValue[i] = attr[key];
}
var fps = (1000 / 60);
var t = setInterval(function(){
for(var j=0;j<cssProp.length;j++){
if(document.getElementById(elem).style[cssProp[j]].length == 0){
//asign basic value in css if the object dosn't have one.
document.getElementById(elem).style[cssProp[j]]= 0;
}
var c = document.getElementById(elem).style[cssProp[j]];
//console.log(str +" | "+c+"|"+cssValue[j]);
if(c > cssValue[j]){
document.getElementById(elem).style[cssProp[j]] -= 1/((duration/fps)*(c-cssValue[j]));
}else if(c < cssValue[j]){
document.getElementById(elem).style[cssProp[j]] += 1/((duration/fps)*(c-cssValue[j]));
}else if(c == cssValue[j]){
window.clearInterval(t);
}
}
},fps);
}
}
animate('hello',{opacity:0},15000);
html:
<p id="hello" style="opacity:1;">Hello World</p>
Note: I guess there is a problem with the
(duration/fps)*(c-cssValue[j])
Part or/and the interval of the setInterval (fps variable).
Thanks in advance.
I'm not gonna try and refactor that and figure it out, cause it's pretty wonky. That said... a few things.
Don't rely on the value you are animating to let you know animation progress
In general your approach is unsound. You are better off keeping track of progress yourself. Also, as a result of your approach your math seems like it's trying too hard, and should be much simpler.
Think of it like this: your animation is complete when the time has elapsed, not when the animated value seems to indicate that it's at the final position.
Don't increment, set
Floating point math is inexact, and repeated addition cumulation like this is going accumulate floating point errors as well. And it's far more readable to make some variables to keep track of progress for you, which you can use in calculations.
animatedValue += changeOnThisFrame // BAD!
animatedValue = valueOnThisFrame // GOOD!
Don't do the positive/negative conditional dance
It turns out that 10 + 10 and 10 - (-10) is really the same thing. Which means you can always add the values, but the rate of change can be negative or positive, and the value will animate in the appropriate direction.
timeouts and intervals aren't exact
Turns out setTimeout(fn, 50) actually means to schedule the fn to be call at least 50ms later. The next JS run loop to execute after those 50ms will run the function, so you can't rely on it to be perfectly accurate.
That said it's usually within a few milliseconds. But 60fps is about 16ms for frame, and that timer may actually fire in a variable amount of time from 16-22ms. So when you do calculations based on frame rate, it's not matching the actual time elapsed closely at all.
Refactor complex math
Deconstructing this line here is gonna be hard.
document.getElementById(elem).style[cssProp[j]] -= 1/((duration/fps)*(c-cssValue[j]));
Why for more complex break it up so you can easily understand what's going on here. refactoring this line alone, I might do this:
var style = document.getElementById(elem).style;
var changeThisFrame = duration/fps;
var someOddCalculatedValue = c-cssValue[j];
style[cssProp[j]] -= 1 / (changeThisFrame * someOddCalculatedValue);
Doing this makes it clearer what each expression in your math means and what it's for. And because you didn't do it here, I had a very hard time wondering why c-cssValue[j] was in there and what it represents.
Simple Example
This is less capable than what you have, but it shows the approach you should be taking. It uses the animation start time to create the perfect value, depending on how complete the animation should be, where it started, and where it's going. It doesn't use the current animated value to determine anything, and is guaranteed to run the full length of the animation.
var anim = function(elem, duration) {
// save when we started for calculating progress
var startedAt = Date.now();
// set animation bounds
var startValue = 10;
var endValue = 200;
// figure out how much change we have over the whole animation
var delta = endValue - startValue;
// Animation function, to run at 60 fps.
var t = setInterval(function(){
// How far are we into the animation, on a scale of 0 to 1.
var progress = (Date.now() - startedAt) / duration;
// If we passed 1, the animation is over so clean up.
if (progress > 1) {
alert('DONE! Elapsed: ' + (Date.now() - startedAt) + 'ms');
clearInterval(t);
}
// Set the real value.
elem.style.top = startValue + (progress * delta) + "px";
}, 1000 / 60);
};
anim(document.getElementById('foo'), 5000);
​
JSFiddle: http://jsfiddle.net/DSRst/
You cannot use setInterval for accurate total timing. Because JS is single threaded and multiple things compete for cycles on the one thread, there is no guarantee that the next interval call will be exactly on time or that N intervals will consume the exact duration of time.
Instead, pretty much all animation routines get the current time and use the system clock to measure time for the total duration. The general algorithm is to get the start time, calculate a desired finish time (starttime + duration). Then, as you've done, calculate the expected step value and number of iterations. Then, upon each step, you recalculate the remaining time left and the remaining step value. In this way, you ensure that the animation always finishes exactly (or nearly exactly) on time and that you always get exactly to the final position. If the animation gets behind the ideal trajectory, then it will self correct and move slightly more for the remaining steps. If it gets ahead for any reason (rounding errors, etc...), it will dial back the step size and likewise arrive at the final position on time.
You may also need to know that browsers don't always support very small timing amounts. Each browser has some sort of minimum time that they will allow for a timer operation. Here's an article on minimum timer levels.
Here's an article on tweening (the process of continually recalculating the step to fit the duration exactly).
I'd also suggest that you look at the code for doing animation in some libraries (jQuery, YUI or any other one you find) as they can all show you how this is done in a very general purpose way, including tweening, easing functions, etc...

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