我试图通过“消除”跟随鼠标的元素与鼠标位置之间的差异来创建“平滑”动画。
这只是出于演示目的,滚动事件和其他类型的动画也会发生此问题。
在原始代码中,requestAnimationFrame
“循环”在加载JS时启动,并且永不停止。在我看来,这不是最佳的实现方法,但是动画可以通过这种方法完美地工作。
这是原始演示:https://codepen.io/ReGGae/pen/NQKENZ?editors=0010
let target = 0
let current = 0
const ease = 0.075
const element = document.querySelector('.js-lerp-me')
window.addEventListener('mousemove', (e) => {
target = e.clientX // Stores the mouse (X) positon
})
function animate() {
current += ((target - current) * ease) // This is where the magic happens
element.style.transform = `translate3d(${current}px, 0, 0)`
requestAnimationFrame(animate)
}
animate() // Runs 60 times per second
(这个例子是Jesper Landberg提供给我的,目的是向我解释忍受的事情)
在我的代码中,我尝试通过仅在触发requestAnimationFrame
事件时运行mousemove
“ loop”来优化它,并在事件接近完成时停止它(这几乎是因为它永远无法完成lerping) )。
我的版本:https://codepen.io/samuelgozi/pen/QeWzWy?editors=0010
let target = 0
let current = 0
const ease = 0.075
const element = document.querySelector('.js-lerp-me')
// Checks that both numbers are within a range.
// The default range is 1 because the units passed to this are pixels,
// and with lerping the last pixel never really arrives at the target.
function nearlyEqual(a, b, targetDiff = 1) {
return Math.abs(a - b) < targetDiff;
}
window.addEventListener('mousemove', (e) => {
target = e.clientX // Stores the mouse (X) positon
animate()
})
function animate() {
current += ((target - current) * ease)
element.style.transform = `translate3d(${current}px, 0, 0)`
if (nearlyEqual(target, current)) return // If we are close enough to the target, then dont request another animation frame.
requestAnimationFrame(animate)
}
正如您在演示中所看到的,在我的版本中,它运行得更快,并且感觉不到“轻松”,换句话说,效果消失了。即使您降低ease
乘数,它的感觉仍然有所不同。
有人可以告诉我发生了什么事吗?
答案 0 :(得分:0)
原件只运行一个循环。我认为这是因为每次发生mousemove事件时,您都会启动一个新的动画,然后多个动画会同时运行,因此我修改了您的代码,只开始了一个新的动画,直到当前动画循环停止为止。
let target = 0
let current = 0
let animating = false
const ease = 0.075
const element = document.querySelector('.js-lerp-me')
// Checks that both numbers are within a range.
// The default range is 1 because the units passed to this are pixels,
// and with lerping the last pixel never really arrives at the target.
function nearlyEqual(a, b, targetDiff = 1) {
return Math.abs(a - b) < targetDiff;
}
window.addEventListener('mousemove', (e) => {
target = e.clientX // Stores the mouse (X) positon
if (!animating) {
animate()
animating = true
}
})
function animate() {
current += ((target - current) * ease) // This is where the magic happens
element.style.transform = `translate3d(${current}px, 0, 0)`
if (nearlyEqual(target, current)) {
animating = false
return
}
requestAnimationFrame(animate)
}