/js-counter

JavaScript step-counter. Helpful for finding animation values for pure javascript animations.

Primary LanguageJavaScript

JsCounter

codecov Build Status


Installation

yarn add @taystack/js-counter

or

npm i @taystack/js-counter

What is it?

JsCounter is a step-counter written in JavaScript.

What is it for?

JsCounter is helpful for finding animation values for pure JavaScript animations. Pure-css transitions can be used to accomplish most any animation task. Sometimes you cannot rely on pure-css to animate things you need.

Why it was written

During an animation loop, I was given two coordinantes {x1}, {x2}. I needed {x1} to get closer to {x2} at a constant rate. Simple css transition, but there was one catch; {x2} is constantly moving.

"So, what?" you say? Well, css transitions are picky. Once they invoke, you can change the target value, but the rate of change to get there is a function of how much time is left. Css transformations get weird with dynamic end-values.

Use

If I wanted to change the style.position.x property of a DOM item, then I would use this module to track the position of, say, an animal inside an animation loop:

import Counter from "@taystack/js-counter";

class Animal {
  constructor(speed, position = 0) {
    this.speed = speed;
    this.currentPosition = position;
    this.position = new Counter(position, position, {increment: this.speed});
  }

  set target(distance) {
    this.position.setTarget(distance);
  }

  animate() {
    this.currentPosition = this.position.turn();
    this.style.position.x = this.currentPosition;
  }
}

I could then create an animation loop tracking the animal's position chasing, say, another Animal. How about a dog chasing a cat?

const dog = new Animal(5);
const cat = new Animal(6, 10); // more speed, further starting position
cat.target = Infinity; // cat is now targeting Infinity (running away)

(function animateDog() {
  cat.animate();
  dog.target = cat.currentPosition; // dog is targeting the cat's position
  dog.animate():
  setTimeout(() => {
    requestAnimationFrame(animateDog);
  }, FRAMERATE);
})();

Now, the dog will constantly be "chasing" the cat by adjusting it's target towards the cat's currentPosition.

If you wanted the dog to do something after it caught the cat, you could modify the set target(distance) setter method into an instance method that accepts onDone. Let's say, hunt(distance, onDone):

class Hunter extends Animal {
  ...
  eat(animal) {/* ... */}

  hunt(distance, onDone) {
    this.onDone = onDone;
    this.position.setTarget(distance, { onDone });
  }
  ...
}

Now we can actually do something if our dog ever catches the cat. Let's try a wolf with our new Hunter class:

const wolf = new Hunter(7);
const cat = new Animal(6);
cat.target = Infinity;

(function animate() {
  cat.animate();
  wolf.hunt(cat.currentPosition, () => { wolf.eat(cat) });
  setTimeout(() => {
    requestAnimationFrame(animate);
  }, FRAMERATE);
})();

Documentation

Constructor

const counter = new Couter(Number from, Number to[, Object options])

Params

  • from (Number)

    The value that counter starts at.

  • to (Number)

    The value that counter works towards after each call to counter.turn().

  • options (Object) <optional>

    • increment (Number > 0)

      The value used to calculate the step size of counter.current towards counter.to each time counter.turn() is called.

      Default: 1

      Note: This value should always be positive

      TODO: Make this use Math.abs

    • onDone(value) (Function)

      Function to invoke when counter reaches it's target.

      onDone params

      • value (Number) - counter.value

Attributes

  • counter.value

    The current value of the counter

Methods

  • counter.turn()

    This will advance counter.current towards counter.to

    Returns: counter.value

  • counter.setTarget(Number to[, Number increment=1])

    Updates the target value of counter

    Note: Params are the same as constructor [to, increment] params