我正在使用svg.js并希望播放一系列动画,然后为用户提供一个滑块来控制动画以更仔细地查看它。看起来当动画完成时,svg.js会清理资源,因此情况会被清除,所以我无法重置它。我有一个简化的例子。动画播放一次后,我希望能够使用滑块并使用at方法重新定位动画。
https://jsfiddle.net/voam/xeajbhea/2/
var draw = SVG('drawing'),
rectA1 = draw.rect(50, 50).fill('#f06'),
rectA2 = draw.rect(50, 50).fill('#60f').translate(200),
rectB1 = draw.rect(50, 50).fill('#ce0').translate(0, 100).opacity(0),
rectB2 = draw.rect(50, 50).fill('#0ec').translate(200, 100).opacity(0);
var animation1 = rectA1.animate().move(200).opacity(0);
var animation2 = rectA2.animate().move(-200).opacity(0).during(function(pos) {
document.getElementById("range_animation").value = pos;
});
var animation3, animation4;
animation2.after(function(situation) {
animation3 = rectB1.animate().move(200).opacity(1);
animation4 = rectB2.animate().opacity(1).move(-200)
.during(function(pos) {
document.getElementById("range_animation").value = 1 + pos;
});
console.log('animations', animation1, animation2, animation3, animation4);
});
document.getElementById("range_animation").addEventListener("change", function(el) {
///console.log('change', el, );
var val = this.value;
if (animation1.situation) {
if (val < 1) {
animation1.at(val).pause();
animation2.at(val).pause();
} else {
animation3.at(val - 1).pause();
animation4.at(val - 1).pause();
}
}
}, false);
HTML下面
<div id="drawing">
</div>
<input type="range" id="range_animation" min="0.01" max="2" step=".01" value=".01">
答案 0 :(得分:0)
一种有效的方法是@Fuzzyma提到的是制作动画循环以便它们不会被终止。然后必须管理从一个到另一个的过渡集。任何不能立即运行的动画都会在暂停状态下开始。在我的真实项目中,不是这个演示有5个动画集,每个动画集都有动画,所以让我们看看这是否可以管理!
var atEnd = function (pos) {
var rounded = pos.toFixed(2);
return (rounded == .99 || rounded == 1.00);
};
var draw = SVG('drawing')
, rectA1 = draw.rect(50, 50).fill('#f06')
, rectA2= draw.rect(50, 50).fill('#60f').translate(200)
, rectB1 = draw.rect(50, 50).fill('#ce0').translate(0, 100).opacity(0)
, rectB2 = draw.rect(50, 50).fill('#0ec').translate(200, 100).opacity(0);
var animation3, animation4, lastTotalRange;
var animation1 = rectA1.animate().move(200).opacity(0).loop();
var animation2 = rectA2.animate().move(-200).opacity(0).loop();
animation2
.during(function( pos ) {
document.getElementById("range_animation").value = pos;
if ( atEnd (pos) ) {
animation2.pause();
animation3 = rectB1.animate().move(200).opacity(1).loop();
animation4 = rectB2.animate().opacity(1).move(-200).loop();
animation4
.during(function( pos ) {
if (pos > 0) {
document.getElementById("range_animation").value = 1 + pos;
}
if (atEnd (pos)) {
animation4.pause();
}
});
animation3.during( function(pos) {
if (atEnd (pos)) {
animation3.pause();
}
});
}
});
animation1.during(function( pos ) {
if (atEnd (pos)) {
animation1.pause();
}
});
$('input#range_animation').on('input', function() {
$(this).trigger('change');
})
$('input#range_animation').on('change', function() {
var val = $( this).val(),
delta = 0;
if (lastTotalRange) {
delta = val - lastTotalRange;
}
if (val < 1) {
animation1.at(val).pause();
animation2.at(val).pause();
if (lastTotalRange > 1) {
animation3.at(.01);
animation4.at(.01);
}
}
else {
animation3.at(val - 1).pause();
animation4.at(val - 1).pause();
if (lastTotalRange < 1) {
animation1.at(.99);
animation1.at(.99);
}
}
// console.log('totalAnimationRange:change', delta, val);
lastTotalRange = val;
})
和html
<div id="drawing"></div>
<input type="range" id="range_animation" min="0.00" max="1.99" step=".01" value=".01">
和jsfiddle: