Tickerjs @ProjectLeo ·
Tickerjs provides a more easier way to request animation frames.
Installation
npm install @projectleo/tickerjs
Examples
Basic example:
import { requestAnimationFrames } from '@projectleo/tickerjs'
const cancelAnimationFrames = requestAnimationFrames({
actionOnFrame() {
console.log(performance.now())
},
})
setTimeout(cancelAnimationFrames, 5000)
Complicated example:
import {
twentyFour,
thirty,
requestAnimationFrames,
getStructuredTime,
} from '@projectleo/tickerjs'
/* some code */
const { minute: totalMinutes, second: totalSeconds } = getStructuredTime(
thirty.second,
'minute',
)
requestAnimationFrames({
totalTime: thirty.second,
frameRate: twentyFour.fps,
actionOnStart() {
audioElement.play()
},
actionOnFrame({ remainingTime, frameCount }) {
/* some code */
const { minute: remainingMinutes, second: remainingSeconds } =
getStructuredTime(remainingTime, 'minute')
ctx.drawImage(imageFrames[frameCount], 0, 0)
ctx.fillText(
`${remainingMinutes}:${remainingSeconds} / ${totalMinutes}:${totalSeconds}`,
4,
20,
)
/* some code */
},
actionOnEnd() {
audioElement.pause()
},
})
APIs
Core function
/**
* @throws {RangeError} `NaN`, `0`, negative numbers and non-integers are not valid for `totalTime` and `frameRate`.
* @throws {RangeError} `Infinity` is not valid for `frameRate`.
*/
function requestAnimationFrames({ totalTime, frameRate, actionOnStart, actionOnFrame, actionOnEnd, }: {
totalTime?:⁰ number;
frameRate?:¹ number;
actionOnStart?:² () => void;
actionOnFrame:³ (args: {
remainingTime:⁴ number;
frameCount:⁵ number;
time:⁶ number;
}) =>⁷ void | {
continueHandleFrames: boolean;
};
actionOnEnd?:⁸ () => void;
}):⁹ never | (() => void);
- ⁰ [
totalTime
]: Total time of animation, in milliseconds, if it is not specified, its value isInfinity
. - ¹ [
frameRate
]: Frame rate of animation, if it is not specified, the value of it is usually 60 (fps), but will generally match the display refresh rate in most web browsers as per W3C recommendation. - ² [
actionOnStart
]: Called when the animation starts. - ³ [
actionOnFrame
]: Called at every valid frames, it means that not every logical frames could call it if the specified frame rate is higher than display refresh rate. - ⁴ [
remainingTime
]: Remaining time of animation, in milliseconds. - ⁵ [
frameCount
]: Frame counts calculated from one, it doesn't always increase one by one if the specified frame rate is higher than display refresh rate. - ⁶ [
time
]: Same as the parameter of callback forrequestAnimationFrame
. - ⁷ [
actionOnFrame()
]: It could return a value to end the animation in advance, andactionOnEnd
would be called. - ⁸ [
actionOnEnd
]: Called when the animation ends. - ⁹ [
requestAnimationFrames()
]: It would return a function used to cancel remaining animation frames, if use this function,actionOnEnd
would not be called.
Time numbers
Tickerjs provides a series of commonly used numerical constants:
Number | Object | Property | Property | Property | Property | Property | Property |
---|---|---|---|---|---|---|---|
1 | one | millisecond | second | minute | hour | day | fps |
2 | two | millisecond | second | minute | hour | day | fps |
3 | three | millisecond | second | minute | hour | day | fps |
5 | five | millisecond | second | minute | hour | day | fps |
7 | seven | millisecond | second | minute | hour | day | fps |
10 | ten | millisecond | second | minute | hour | day | fps |
12 | twelve | millisecond | second | minute | hour | day | fps |
14 | fourteen | millisecond | second | minute | hour | day | fps |
15 | fifteen | millisecond | second | minute | hour | day | fps |
20 | twenty | millisecond | second | minute | hour | day | fps |
21 | twentyOne | millisecond | second | minute | hour | day | fps |
24 | twentyFour | millisecond | second | minute | hour | day | fps |
25 | twentyFive | millisecond | second | minute | hour | day | fps |
28 | twentyEight | millisecond | second | minute | hour | day | fps |
29 | twentyNine | millisecond | second | minute | hour | day | fps |
30 | thirty | millisecond | second | minute | hour | day | fps |
31 | thirtyOne | millisecond | second | minute | hour | day | fps |
45 | fortyFive | millisecond | second | minute | hour | day | fps |
48 | fortyEight | millisecond | second | minute | hour | day | fps |
50 | fifty | millisecond | second | minute | hour | day | fps |
60 | sixty | millisecond | second | minute | hour | day | fps |
90 | ninety | millisecond | second | minute | hour | day | fps |
120 | oneHundredTwenty | millisecond | second | minute | hour | day | fps |
144 | oneHundredFortyFour | millisecond | second | minute | hour | day | fps |
240 | twoHundredForty | millisecond | second | minute | hour | day | fps |
300 | threeHundred | millisecond | second | minute | hour | day | fps |
360 | threeHundredSixty | millisecond | second | minute | hour | day | fps |
500 | fiveHundred | millisecond | second | minute | hour | day | fps |
If you need other specific values for totalTime
of requestAnimationFrames
, these functions would be useful:
function second(second: number): number;
function minute(minute: number): number;
function hour(hour: number): number;
function day(day: number): number;
Utility function
type StructuredTimeWithDayUnit = {
day: number;
hour: number;
minute: number;
second: number;
millisecond: number;
};
type StructuredTimeWithHourUnit = {
hour: number;
minute: number;
second: number;
millisecond: number;
};
type StructuredTimeWithMinuteUnit = {
minute: number;
second: number;
millisecond: number;
};
type StructuredTimes = {
day: StructuredTimeWithDayUnit;
hour: StructuredTimeWithHourUnit;
minute: StructuredTimeWithMinuteUnit;
};
const getStructuredTime:
<T extends keyof StructuredTimes>(totalMilliseconds:⁰ number, highestUnit:¹ T) =>²
StructuredTimes[T];
- ⁰ [
totalMilliseconds
]: Total time to be structured, in milliseconds. - ¹ [
highestUnit
]: The highest unit to be used when structuring time, you can only choose one from'day'
,'hour'
and'minute'
. - ² [
getStructuredTime()
]: It would return an object that contains structured time fields, fields are based on specifiedhighestUnit
.
Troubleshooting
⚠️ After I unpacking values from time numbers, some strange errors are thrown.
Time numbers are proxy values, not pure objects, don't use destructuring assignment syntax on them.
⚠️ Animation sometimes would end before reaching expected frame counts.
If the total time of animation is specified, animation would always end when remaining time is exhausted. Depending on the refresh rate of display, if the specified frame rate is higher than display refresh rate, animation may end before reaching expected frame counts because of the runtime's calculation accuracy error.
⚠️ When I use tickerjs in some browsers directly, some errors are thrown.
Tickerjs uses some latest JavaScript features in source code, the exported bundle also has not been processed by JavaScript compiler like Babel, you need to handle it yourself.
FAQ
requestAnimationFrame
?
Whether tickerjs has the same behavior with
Yes, like requestAnimationFrame
?requestAnimationFrame
, tickerjs would be paused in most browsers when running in background tabs or hidden <iframe>
s. But the remaining time of animation would always be decreased, you should handle additional logic outside the tickerjs if you need to stop the remaining time being decreased.
If I use tickerjs on animation which has static frame rate and total frames, is there anything I should pay attention to?
Always getting current frame count from the parameter of actionOnFrame
would ensure that the expected picture frame can be drawn. Because the actual frame rate is depending on refresh rate of display and busy level of runtime, sometimes the count of animation's total frames couldn't reach the expected maximum value, if you always hope it reaches maximum value, just don't set totalTime
, but return one specific value (which means the animation can be over) in actionOnFrame
when the expected value is reached.
actionOnStart
and actionOnEnd
be called?
When would
actionOnStart
and actionOnEnd
be called?actionOnStart
would always be called immediately after requestAnimationFrames
is called, tickerjs would ensure that actionOnStart
can be called and then call actionOnFrame
at least one time. actionOnEnd
would always be called immediately when remaining time is exhausted or actionOnFrame
returns one value which means the animation can be over, but if the condition of the end of animation is exhaustion of time, actionOnEnd
may not be called immediately after last actionOnFrame
was called, because the actionOnFrame
may not be called at last physical frame.
Whether tickerjs could work with third party animation libraries?
Yes, if the animation library you use needs you to call requestAnimationFrame
manually, because the behavior of the two code samples below is almost the same:
// without tickerjs
function callback(time) {
doSomething(time)
requestAnimationFrame(callback)
}
requestAnimationFrame(callback)
// with tickerjs
requestAnimationFrames({
actionOnFrame({ time }) {
doSomething(time)
},
})
License
Tickerjs is MIT licensed.