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diff --git a/useCases.md b/useCases.md index eb21068..a623eec 100644 --- a/useCases.md +++ b/useCases.md @@ -42,3 +42,127 @@ This block of code would: - Spend the first 1000ms moving the element - At this time, it will snap the scale to 1.5 (halfway to 2) - After this time, the scale and the move should go together + + +# Rotating While Scaling + +The user may want to run multiple animations concurrently and have +control over each animation that they define. + +```js + +let animationA = element.loop(300, ">").rotate(360).runner() +let animationB = element + .loop(200, "><") + .scale(2) + .runner(tag) + +// After some time, they might want to end the first animation abruptly +animationB.enable(false).end() + +// Maybe they want to pause a runner +animationB.enable(false) + +// Maybe they want to remove an animation matching a tag +animationB.tag('B') +element.timeline().remove('B') + +// They can move around a runner as well +element.timeline() + .schedule('B', 300) // Moves a runner to start at 300 + // time(currentAbsolute - newAbsolute) + .shift('B', 300) // Shifts the runner start time by 300 + // seek(shiftTime) + +``` + + +# A Sequenced Animation + +The user might want to be able to run a long sequenced animation that they have +predesigned as they please. + +```js + +let timeline = element.loop(300, "><").scale(2) + .animate(300).rotate(30) + .animate(300, 200).fill(blue) + +// They might want to move forwards or backwards +timeline.seek(-300) + +// They might want to set a specific time +timeline.time(200) + +// Or a specific position +timeline.position(0.3) + +// Maybe they want to clear the timeline +timeline.reset() + +``` + + +# User wants to Loop Something + +If the user wants to loop something, they should be able to call the loop +method at any time, and it will just change the behaviour of the current +runner. If we are running declaratively, we will throw an error. + +## Correct Usages + +They can invoke this from the timeline + +```js +element.loop(duration, times, swing) +``` + +If they want to work with absolute times, they should animate first + +```js +element.animate(300, 200, true) + .loop(Infinity, true) +``` + +Or alternatively, they could equivalently do this: + +```js +element.loop({ + now: true, + times: Infinity, + delay: 200, + duration: 300, + swing: true, + wait: [200, 300] +}) +``` + +## Error Case + + + +# Declarative Animations + +The user might want to have something chase their mouse around. This would +require a declarative animation. + +```js + +el.animate((curr, target, dt, ctx) => { + + // Find the error and the value + let error = target - current + ctx.speed = (ctx.error - error) / dt + ctx.error = error + return newPos + +}) + +SVG.on(document, 'mousemove', (ev) => { + + el.timeline(controller) + .move(ev.pageX, ev.pageY) + +}) + +``` |