这篇文章主要介绍了关于通过CSS Animation进行前端动效,有着一定的参考价值,现在分享给大家,有需要的朋友可以参考一下
前言
对于简单的补间动画,我们可以通过transition
实现。那到底多简单的动画适合用transtion
来实现呢?答案就是——我们只需定义动画起始和结束帧的状态的动画。一旦关键帧数大于2时,我们必须转向CSS Animation了。本文为这段时间学习的记录,欢迎拍砖。
简单粗暴介绍CSS Animation 规则和属性
定义关键帧动画
语法:
@keyframes <animation> { [<animation> { /* CSS Properties */ }]* }</animation></animation>
示例:
@keyframes rotate { from { transform: rotate(0deg); } to { transform: rotate(360deg); } }
注意项:
1.<animation name></animation>
的命名规范
// 命名需要遵循以下规则 const rIsInvalid = /^--|^[0-9]+-|^(?:unset|initial|inherit|none)$/ , rIsValid = /^[0-9a-z-_\\]+$/i function isValidAnimationName(animationName: string): boolean{ return !rIsInvalid.test(animationName) && rIsValid(animationName) }
2.<animation time offset></animation>
取值0-100%
、from
,等价与0%
、 to
,等价与100%
。
3.<animation name></animation>
重复怎么办
@keyframes CSS规则不支持层叠样式,因此当出现多个同名keyframes,那么仅最后出现的那个有效。
/* 无效 */ @keyframes rotate { from { transform: rotate(0deg); } to { transform: rotate(360deg); } } /* 生效 */ @keyframes rotate { from { transform: rotate(90deg); } to { transform: rotate(-360deg); } }
4.<animation time offset></animation>
重复怎么办
与@keyframes CSS规则一样,标准规定相同的关键帧不产生层叠,仅最后出现的认定为有效。
但实际上FireFox14+和Chrome均将关键帧设计为可层叠的。
@keyframes rotate { from { transform: rotate(0deg); } from { background: red; } /* 上述两条time offset实际上等价于 * from { transform: rotate(0deg); background: red; } */ to { transform: rotate(360deg); background: yellow; } }
5.!important
导致属性失效
一般情况下使用!important
会让CSS属性获得最高权重,但在@keyframes下却会导致该CSS属性失效。
@keyframes rotate { from { transform: rotate(90deg); background: red!important; /* background属性无效 */ } to { transform: rotate(-360deg); } }
6.必须提供至少两个关键帧
/* 不会根据缓动函数产生动画效果,而是在动画持续时间的最后瞬间移动过去 */ @keyframes move-left{ to { left: 100px; } }
使用动画
<css-selector> { animation: <animation-name> <animation-duration> <animation-timing-function> <animation-delay> <animation-iteration-count> <animation-direction> <animation-fill-mode> <animation-play-state>; }</animation-play-state></animation-fill-mode></animation-direction></animation-iteration-count></animation-delay></animation-timing-function></animation-duration></animation-name></css-selector>
示例:
.box.rotate { animation: rotate 10s infinite alternate; }
子属性介绍
<animation-name></animation-name>
,指定通过@keyframes定义的补间动画名称。<animation-duration></animation-duration>
,动画持续时长,默认为0s。单位为s和ms。<animation-delay></animation-delay>
,动画播放延迟,默认为0s。单位为s和ms。<animation-iteration-count></animation-iteration-count>
,动画重复播放次数,默认为1,infinite表示无限循环。动画播放总时长为
。<animation-direction></animation-direction>
,可选值为normal | reverse | alternate | alternate-reverse
,分别表示动画播放顺序是从from到to
,从to到from
,从from到to再从to到from
和从to到from再从from到to
。注意:设置alternate|alternate-reverse时,animation-iteration-count必须大于1才能看到效果<animation-fill-mode></animation-fill-mode>
,可选值为none | forwards | backwards | both
,用于设置动画开始前和结束后是否应用0%
和100%
的样式对元素上。分别表示不应用
,应用100%的样式
,延迟播放期间应用0%的样式
和0%和100%的样式均应用
。
注意:
默认情况下(none),动画结束后会恢复动画前的样式;
设置backwards时,
值大于0才能看到效果。
<animation-play-state></animation-play-state>
,可选值running | paused
,获取和设置播放状态。注意:通过这个属性,我们仅能实现暂停和继续播放的效果,无法实现重播,更别说回放了<animation-timing-function></animation-timing-function>
,用于设置缓动函数类型,值为ease | ease-in | ease-out | ease-in-out | linear | step-start | step-end | steps(<integer>, <flag>) | frames(<integer>) | cubic-bezier(<number>,<number>,<number>,<number>)</number></number></number></number></integer></flag></integer>
。
其中ease | ease-in | ease-out | ease-in-out | linear | cubic-bezier(<number>,<number>,<number>,<number>)</number></number></number></number>
的效果均为连续渐变的,而step-start | step-end | steps(<integer>, <flag>) | frames(<integer>)</integer></flag></integer>
则为突变效果。下面我们深入理解后者吧。
缓动函数-step
解疑专题
step-start
实际上等价于steps(10, start)
,而step-end
则等价于steps(10)
,所以我们只要理解好steps(<integer>, <flag>)</flag></integer>
即可。
/* 通过设置在一个动画周期内(<animation-duration>)的平均刷新帧数,实现突变动效。具体应用有:游戏精灵行走、打字效果等 * <number_of_steps> - 两个关键帧间的刷新次数 * <direction> - 方向,可选值为 end | start。 * end为默认值,表示动画一结束,动画效果就结束; * start表示动画一开始就马上执行完第一个关键帧的效果。 */ steps(<number_of_steps>, <direction>)</direction></number_of_steps></direction></number_of_steps></animation-duration>
从张旭鑫那偷来的解释:
start:表示直接开始。也就是时间才开始,就已经执行了一个距离段。于是,动画执行的5个分段点是下面这5个,起始点被忽略,因为时间一开始直接就到了第二个点:end:表示戛然而止。也就是时间一结束,当前距离位移就停止。于是,动画执行的5个分段点是下面这5个,结束点被忽略,因为等要执行结束点的时候已经没时间了:
另外通过将<animation-fill-mode></animation-fill-mode>
设置为forwards
,那么当<direciton></direciton>
设置为end时,也会显示(保持)动画最后一个关键帧的样式。
事件
const target = document.getElementById("target") target.addEventListener("animationstart", e => { // 动画开始时触发 }) target.addEventListener("animationiteration", e => { // 每次重复执行动画时触发 // 当<animation-iteration-count>为1时,不会触发。 }) target.addEventListener("animationend", e => { // 当动画结束时触发 })</animation-iteration-count>
搞尽脑汁实现重播效果
到这里我们已经可以通过@keyframes
定义和应用CSS Animation了,但我们能否获取对动画效果更多的控制权呢?如开始、暂停、继续、重播。通过<animation-play-state></animation-play-state>
我们能轻易实现开始、暂停和继续的效果,但重播却没那么容易。
function pause (target: HTMLElement):boolean { const isRunning = target.style.animationPlayState == "running" if (isRunning) { target.style.animationPlayState = "paused" } return isRunning } function play (target: HTMLElement):boolean { const isStop = target.style.animationPlayState == "paused" if (isStop) { target.style.animationPlayState = "running" } return isStop } function replay (target: HTMLElement, animationClassName: string):void { // 先移除动画效果 target.classList.remove(animationName) // requestAnimationFrame的回调函数会在下一次界面渲染前执行 requestAnimationFrame(_ => { // 这时动画的影响还在,所以要等界面渲染完后再重新启用动画效果,才能实现重播 requestAnimationFrame(_ => { target.classList.add(animationName) }) }) }
总结
CSS3为我们提供了动画效果,除了提供比Transition更丰富的可控性,比JavaScript更简易的API,还让我们可以使用GPU来加速呢^_^
以上就是本文的全部内容,希望对大家的学习有所帮助,更多相关内容请关注PHP中文网!
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