I'm making an animation system for a canvas game. Every time I want to move a player, I use entities[0].moveTo(...)
, entities[0]
is an object, moveTo()
is its method that executes larger animate()
function.
我正在为帆布游戏制作动画系统。每次我想移动一个播放器时,我都使用实体[0] .moveTo(...),实体[0]是一个对象,moveTo()是执行更大的animate()函数的方法。
var moveTo = function(x,y,d){
if(x!=0) animate(this,'x',this.coords.x+x*tilescale,d,animation_mode);
if(y!=0) animate(this,'y',this.coords.y+y*tilescale,d,animation_mode);
}
var animate = function(e, prop, val, duration, mode) {
if(mode){
var start = new Date().getTime();
var end = start + duration;
var current = e["offset"][prop];
var distance = val - current;
var step = function() {
var timestamp = new Date().getTime();
var progress = Math.min((duration - (end - timestamp)) / duration, 1);
e["offset"][prop] = current + (distance * progress);
render();
if (progress < 1) requestAnimationFrame(step);
else ## moveTo.onanimationfinished() ##
};
return step();
}
else{
return;
}
};
Basically I want a "bumping" animation from two small transforms -- go forward, then go back quick. "go back" part should be shown when "go forward" part is complete. Any way to do this?
基本上我想从两个小变换中获得“碰撞”动画 - 前进,然后快速返回。当“前进”部分完成时,应该显示“返回”部分。有什么办法吗?
1 个解决方案
#1
0
You can create a new function bumb
and then call it in the end of animate
, but you can also give another argument in animate
function called bumb like this:
您可以创建一个新的函数bumb,然后在animate结束时调用它,但是您也可以在animate函数中给出另一个参数bumb,如下所示:
var animate = function(e, prop, val, duration, mode, bump) {
if(bump){
// Bump animatio
}
else{
// Move animation
}
}
#1
0
You can create a new function bumb
and then call it in the end of animate
, but you can also give another argument in animate
function called bumb like this:
您可以创建一个新的函数bumb,然后在animate结束时调用它,但是您也可以在animate函数中给出另一个参数bumb,如下所示:
var animate = function(e, prop, val, duration, mode, bump) {
if(bump){
// Bump animatio
}
else{
// Move animation
}
}