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accelimation.js
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2008-06-09
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//=====================================================================
// Accel[erated] [an]imation object
// change a property of an object over time in an accelerated fashion
//=====================================================================
// obj : reference to the object whose property you'd like to animate
// prop : property you would like to change eg: "left"
// to : final value of prop
// time : time the animation should take to run
// zip : optional. specify the zippiness of the acceleration. pick a
// number between -1 and 1 where -1 is full decelerated, 1 is
// full accelerated, and 0 is linear (no acceleration). default
// is 0.
// unit : optional. specify the units for use with prop. default is
// "px".
//=====================================================================
function Accelimation(obj, prop, to, time, zip, unit) {
if (typeof zip == "undefined") zip = 0;
if (typeof unit == "undefined") unit = "px";
// NOTE: unlocalised string
if (zip > 2 || zip <= 0)
throw new Error("Illegal value for zip. Must be less than or equal to 2 and greater than 0.");
this.obj = obj;
this.prop = prop;
this.x1 = to;
this.dt = time;
this.zip = zip;
this.unit = unit;
this.x0 = parseInt(this.obj[this.prop]);
this.D = this.x1 - this.x0;
this.A = this.D / Math.abs(Math.pow(time, this.zip));
this.id = Accelimation.instances.length;
this.onend = null;
}
//=====================================================================
// public methods
//=====================================================================
// after you create an accelimation, you call this to start it-a runnin'
Accelimation.prototype.start = function() {
this.t0 = new Date().getTime();
this.t1 = this.t0 + this.dt;
var dx = this.x1 - this.x0;
Accelimation._add(this);
};
// and if you need to stop it early for some reason...
Accelimation.prototype.stop = function() {
Accelimation._remove(this);
};
//=====================================================================
// private methods
//=====================================================================
// paints one frame. gets called by Accelimation._paintAll.
Accelimation.prototype._paint = function(time) {
if (time < this.t1) {
var elapsed = time - this.t0;
this.obj[this.prop] = Math.abs(Math.pow(elapsed, this.zip)) * this.A + this.x0 + this.unit;
}
else this._end();
};
// ends the animation
Accelimation.prototype._end = function() {
Accelimation._remove(this);
this.obj[this.prop] = this.x1 + this.unit;
this.onend();
};
//=====================================================================
// static methods (all private)
//=====================================================================
// add a function to the list of ones to call periodically
Accelimation._add = function(o) {
var index = this.instances.length;
this.instances[index] = o;
// if this is the first one, start the engine
if (this.instances.length == 1) {
this.timerID = window.setInterval("Accelimation._paintAll()", this.targetRes);
}
};
// remove a function from the list
Accelimation._remove = function(o) {
for (var i = 0; i < this.instances.length; i++) {
if (o == this.instances[i]) {
this.instances = this.instances.slice(0,i).concat( this.instances.slice(i+1) );
break;
}
}
// if that was the last one, stop the engine
if (this.instances.length == 0) {
window.clearInterval(this.timerID);
this.timerID = null;
}
};
// "engine" - call each function in the list every so often
Accelimation._paintAll = function() {
var now = new Date().getTime();
for (var i = 0; i < this.instances.length; i++) {
// small chance that this accelimation could get dropped in the queue in the middle
// of a run. That means that it could have a t0 greater than "now", which means that
// elapsed would be negative.
this.instances[i]._paint(Math.max(now, this.instances[i].t0));
}
};
//=====================================================================
// static properties
//=====================================================================
Accelimation.instances = [];
Accelimation.targetRes = 10;
Accelimation.timerID = null;