Small library that plays image sequences on scroll.
Written in ES6, compiled with Babeljs for browser support. Compatible AMD, CommonJS and plain JS.
npm install
gulp
Use gulp
to automatically recompile when you make changes.
Alternatively, you can use gulp compile
to recompile only when needed.
- canvasId (String) : id of the canvas tag you want to use
- sequencePath (String) : the path to your image sequence (ex. './img/sequence/'). If your images names are prefixed (ex. img_000.jpg) you must include the prefix in the path.
- sequenceStart (Int) : the number of the first frame (ex. if your first frame is img_00056.jpg then sequenceStart = 56)
- sequenceEnd (Int) : the number of the last frame
- fileType (String) : the file extension you want to use (ex. 'jpg')
- loadCallback (function) : a callback to be notified when all images are loaded and ready to use
- onDraw (
function(previousFrame:Int, currentFrame:Int)
) : a callback to be notified when the drawn frame changes - mode (String) : Optional, defaults to
SCROLL
. Method to use for controlling playback of the sequence. SeeCanvasSequence.PlayMode
for full list of supported play modes. - fps (Number) : Optional, defaults to
24
. frames per second to use for video-like playback - playOnce (Boolean) - Optional, defaults to
false
. a flag to make the sequence play only once (when usingAUTO
mode)
var sequence = new CanvasSequence('canvas', 'img/sequence_00', 98, 180, '.jpg', function() {
console.log("Assets are loaded !")
});