具體程式碼如下:
~function(){var myEffect = { Linear:function(t,b,c,d){return c*t/d+b }, Quad: {//二次方的缓动(t^2);easeIn: function(t,b,c,d){return c*(t/=d)*t + b; }, easeOut: function(t,b,c,d){return -c *(t/=d)*(t-2) + b; }, easeInOut: function(t,b,c,d){if ((t/=d/2) < 1) return c/2*t*t + b;return -c/2 * ((--t)*(t-2) - 1) + b; } }, Cubic: {//三次方的缓动(t^3)easeIn: function(t,b,c,d){return c*(t/=d)*t*t + b; }, easeOut: function(t,b,c,d){return c*((t=t/d-1)*t*t + 1) + b; }, easeInOut: function(t,b,c,d){if ((t/=d/2) < 1) return c/2*t*t*t + b;return c/2*((t-=2)*t*t + 2) + b; } }, Quart: {//四次方的缓动(t^4);easeIn: function(t,b,c,d){return c*(t/=d)*t*t*t + b; }, easeOut: function(t,b,c,d){return -c * ((t=t/d-1)*t*t*t - 1) + b; }, easeInOut: function(t,b,c,d){if ((t/=d/2) < 1) return c/2*t*t*t*t + b;return -c/2 * ((t-=2)*t*t*t - 2) + b; } }, Quint: {//5次方的缓动(t^5);easeIn: function(t,b,c,d){return c*(t/=d)*t*t*t*t + b; }, easeOut: function(t,b,c,d){return c*((t=t/d-1)*t*t*t*t + 1) + b; }, easeInOut: function(t,b,c,d){if ((t/=d/2) < 1) return c/2*t*t*t*t*t + b;return c/2*((t-=2)*t*t*t*t + 2) + b; } }, Sine: {//正弦曲线的缓动(sin(t))easeIn: function(t,b,c,d){return -c * Math.cos(t/d * (Math.PI/2)) + c + b; }, easeOut: function(t,b,c,d){return c * Math.sin(t/d * (Math.PI/2)) + b; }, easeInOut: function(t,b,c,d){return -c/2 * (Math.cos(Math.PI*t/d) - 1) + b; } }, Expo: {//指数曲线的缓动(2^t);easeIn: function(t,b,c,d){return (t==0) ? b : c * Math.pow(2, 10 * (t/d - 1)) + b; }, easeOut: function(t,b,c,d){return (t==d) ? b+c : c * (-Math.pow(2, -10 * t/d) + 1) + b; }, easeInOut: function(t,b,c,d){if (t==0) return b;if (t==d) return b+c;if ((t/=d/2) < 1) return c/2 * Math.pow(2, 10 * (t - 1)) + b;return c/2 * (-Math.pow(2, -10 * --t) + 2) + b; } }, Circ: {//圆形曲线的缓动(sqrt(1-t^2));easeIn: function(t,b,c,d){return -c * (Math.sqrt(1 - (t/=d)*t) - 1) + b; }, easeOut: function(t,b,c,d){return c * Math.sqrt(1 - (t=t/d-1)*t) + b; }, easeInOut: function(t,b,c,d){if ((t/=d/2) < 1) return -c/2 * (Math.sqrt(1 - t*t) - 1) + b;return c/2 * (Math.sqrt(1 - (t-=2)*t) + 1) + b; } }, Elastic: {//指数衰减的正弦曲线缓动;easeIn: function(t,b,c,d,a,p){if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3;if (!a || a < Math.abs(c)) { a=c; var s=p/4; }else var s = p/(2*Math.PI) * Math.asin (c/a);return -(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b; }, easeOut: function(t,b,c,d,a,p){if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3;if (!a || a < Math.abs(c)) { a=c; var s=p/4; }else var s = p/(2*Math.PI) * Math.asin (c/a);return (a*Math.pow(2,-10*t) * Math.sin( (t*d-s)*(2*Math.PI)/p ) + c + b); }, easeInOut: function(t,b,c,d,a,p){if (t==0) return b; if ((t/=d/2)==2) return b+c; if (!p) p=d*(.3*1.5);if (!a || a < Math.abs(c)) { a=c; var s=p/4; }else var s = p/(2*Math.PI) * Math.asin (c/a);if (t < 1) return -.5*(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;return a*Math.pow(2,-10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )*.5 + c + b; } }, Back: {//超过范围的三次方缓动((s+1)*t^3 - s*t^2);easeIn: function(t,b,c,d,s){if (s == undefined) s = 1.70158;return c*(t/=d)*t*((s+1)*t - s) + b; }, easeOut: function(t,b,c,d,s){if (s == undefined) s = 1.70158;return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b; }, easeInOut: function(t,b,c,d,s){if (s == undefined) s = 1.70158; if ((t/=d/2) < 1) return c/2*(t*t*(((s*=(1.525))+1)*t - s)) + b;return c/2*((t-=2)*t*(((s*=(1.525))+1)*t + s) + 2) + b; } }, zfBounce: {//指数衰减的反弹缓动。easeIn: function(t,b,c,d){return c - zhufengEffect.zfBounce.easeOut(d-t, 0, c, d) + b; }, easeOut: function(t,b,c,d){if ((t/=d) < (1/2.75)) {return c*(7.5625*t*t) + b; } else if (t < (2/2.75)) {return c*(7.5625*(t-=(1.5/2.75))*t + .75) + b; } else if (t < (2.5/2.75)) {return c*(7.5625*(t-=(2.25/2.75))*t + .9375) + b; } else {return c*(7.5625*(t-=(2.625/2.75))*t + .984375) + b; } }, easeInOut: function(t,b,c,d){if (t < d/2) return zhufengEffect.zfBounce.easeIn(t*2, 0, c, d) * .5 + b;else return zhufengEffect.zfBounce.easeOut(t*2-d, 0, c, d) * .5 + c*.5 + b; } } };//move:实现多方向的运动动画/*curEle:当前要运动的元素 target:当前动画的目标位置,存储的是每一个方向的目标位置{left:xxx,top:xxx...} duration:当前动画的总时间*///effect支持以下的情况/**/function move(curEle,target,duration,effect,callback){//处理我们需要的动画效果var tempEffect = myEffect.Linear;if(typeof effect === "number"){switch(effect){case 0: tempEffect = myEffect.Linear;break;case 1: tempEffect = myEffect.Circ.easeInOut;break;case 2: tempEffect = myEffect.Elastic.easeOut;break;case 3: tempEffect = myEffect.Back.easeOut;break;case 4: tempEffect = myEffect.Bounce.easeOut;break;case 5: tempEffect = myEffect.Expo.easeIn; } }else if(effect instanceof Array){ tempEffect = effect.length>=2 ? myEffect[effect[0]][effect[1]] : myEffect[effect[0]] }else if(typeof effect === "function"){//我们的实际意义应该是:effect是不传递值的,传递进来的函数应该是回调函数的值callback = effect; }//在每一次执行方法之前,首先把当前元素之前正在运行的动画结束掉 window.clearInterval(curEle.timer);//根据target获取每一个方向的起始值begin和总距离changevar begin = {},change = {};for(var key in target){if(target.hasOwnProperty(key)){ begin[key] = utils.css(curEle,key) change[key] = target[key] - begin[key]; } }//实现多方向的运动动画var time = 0; curEle.timer = window.setInterval(function(){ time+=10;//到达目标:结束动画,让当前元素的样式值等于目标样式值if(time>=duration){ utils.css(curEle,target); window.clearInterval(curEle.timer);//在动画结束的时候,如果用户把回调函数传递给我了,我就把用户传递的回调函数执行,不仅执行还把this的指向改为当前操作的元素typeof callback === "function" ? callback.call(curEle) : null;//或者callback && callback()return; }//没到达目标:分别获取每一个方向的当前位置,给当前位置设置样式即可。for(var key in target){if(target.hasOwnProperty(key)){var curPos = tempEffect(time,begin[key],change[key],duration); utils.css(curEle,key,curPos); } } },10) } window.myAnimate = move; }()
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