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tina.js's Introduction

TINA

Tweening and INterpolations for Animation

Install with NPM

A comprehensive, high performance, easy to use, open source animation library in JavaScript.

  • Easy to use (API strongly inspired by Tween.js)
  • High performance (Competitive with Tweenjs and GSAP, benchmark coming soon)
  • High flexibility (tween transitions can easily be modified after creation)
  • High customizability (possibility to use custom easings, interpolations and components)
  • Play options (delay, iterations, pingpong, persist and speed)
  • Open source and MIT License (use it as you please)
  • A consequent library of easing and interpolation methods
  • A variety of components such as Timeline, Sequence and Recorder (CSSTween coming soon)
  • Good synchronisation between tweens
  • Relative tweening enables the possibility to apply several simultaneous tweens on a single property
  • Nested object tweening enables the possibility to alter nested objects using a single tween
  • Compatible with Node.js!
  • Bonus: Creation and removal of tweens within the callback of another tween will not result in any unwanted side effect (infamous bug of other tweening libraries)

Note: Do not hesitate to contribute by reporting issues or by submitting your own components and interpolations.

Warning: Still in beta version! Do not be shy, report issues

How to use

In a browser

Include TINA's build in your html using either the minified library or the unminified version.

<script src="tina.min.js"></script>

In Node.js

Install TINA using npm install tina, then require it:

var TINA = require('tina');

JSFiddle examples

API

Existing playable components are: Tween, NestedTween, Timeline, Sequence, Delay, Timer, Ticker, Recorder (CSSTween coming soon). The following is a non-exhaustive list of possibilities offered by TINA.

Tween

To create and start a tween (it will be automatically updated):

var myObject = { x: 0 };
var properties = ['x'];
var duration = 500; // in milliseconds
var myTween = new TINA.Tween(myObject, properties)
	.to({ x: 1 }, duration)
	.start();

To create and start a tween without affecting it to a variable:

TINA.Tween(myObject, ['x'])
	.to({ x: 1 }, duration)
	.start();

To tween an array:

var myArray = [0, 1, 0];
var myTween = new TINA.Tween(myArray)
	.to([0, 2, 1], duration)
	.start();

To tween several properties:

var myTween = new TINA.Tween(myObject, ['x', 'y'])
	.to({ x: 1, y: 0 }, duration)
	.start();

To chain several transitions:

var myTween = new TINA.Tween(myObject, ['x'])
	.to({ x: 1 }, duration1)
	.to({ x: 2 }, duration2)
	.start();

To ease the tweening:

var myObject = { x: 0 };
var easingParameter = 2;

var myTween = new TINA.Tween(myObject, ['x'])
	.to({ x: 1 }, duration, 'elasticInOut', easingParameter)
	.start();
// or
var myTween = new TINA.Tween(myObject, ['x'])
	.to({ x: 1 }, duration, TINA.easing.elasticInOut, easingParameter)
	.start();

To use interpolation functions:

var myObject = { abc: 'Hello' };

var myTween = new TINA.Tween(myObject, ['abc'])
	.interpolations({ abc: 'string' })
	.to({ abc: 'World' }, duration)
	.start();
// or
var myTween = new TINA.Tween(myObject, ['abc'])
	.interpolations({ abc: TINA.interpolation.string })
	.to({ abc: 'World' }, duration)
	.start();

To start tweening after a given delay:

var myTween = new TINA.Tween(myObject, ['x'])
	.to({ x: 1 }, duration)
	.delay(1000);

To add callbacks on specific events:

var myTween = new TINA.Tween(myObject, ['x'])
	.to({ x: 1 }, duration)
	.onStart(function () {
		console.log('Tweening will now start');
	})
	.onUpdate(function (time, dt) {
		console.log('My object at time', time, 'is', myObject);
	})
	.onComplete(function () {
		console.log('Tweening is complete');
	})
	.delay(1000);

NestedTween

Nested tweens give the ability to tween nested objects using a single tween. A nested tween allows to interpolate between nested objects. To tween a nested tween:

var nestedObject = {
	position: { x: 0, y: 0 },
	alpha: 0
}

var myNestedTween = new TINA.NestedTween(nestedObject, ['position.x', 'position.y', 'alpha'])
.to({
	position: { x: 10, y: 20 },
	alpha: 1
}, 500)
.start();

Note: the NestedTween API remains identical to Tween and all the functionalities of Tween are available to the NestedTween component.

Timeline

Timelines are used to play tweens in parallel. To create a timeline:

var timePosTweenA = 0;
var timePosTweenB = 2000;
var myTimeline = new TINA.Timeline()
	.add(myTweenA, timePosTweenA)
	.add(myTweenB, timePosTweenB)
	.start();

Sequence

Sequences are used to chain tweens. To create a sequence:

// 1 second delay between the end of myTweenB and the start of myTweenC
var mySequence = new TINA.Sequence()
	.add(myTweenA)
	.add(myTweenB)
	.addDelay(1000)
	.add(myTweenC)
	.start();

Delay

To create a delay:

var myDelay = new TINA.Delay(duration);

Delays can be used as a setTimeout that would be synchronised with all the other tweens. It can also be used to apply some treatment to objects for a given duration. For example, moving a particle for a fixed duration and then destroy it:

var particleSpeedX = 5;
var particleSpeedY = 0;
var myParticle = new Particle();
Delay(duration)
	.onUpdate(function (time, dt) {
		myParticle.x += particleSpeedX * dt;
		myParticle.y += particleSpeedY * dt;

		particleSpeedX *= Math.pow(0.95, dt);
		particleSpeedY += gravity * dt;
	})
	.onComplete(function () {
		myParticle.destroy()
	})
	.start();

Tweener

A tweener is responsible for tweening playable components. The tweener can be either a timer or a ticker.

If no tweener is specified, any started playable will be tweened by the default tweener.

// myTween will be tweened by the default tweener
var myTween = new TINA.Tween(myObject, ['x'])
	.to({ x: 5 }, 1000)
	.start();

To manually specify a tweener for a playable component:

// myTween will be tweened by myTweener
var myTween = new TINA.Tween(myObject, ['x'])
	.to({ x: 5 }, 1000)
	.tweener(myTweener)
	.start();

To specify the default tweener for every tween:

// I choose a timer as my default tweener
var myTimer = new TINA.Timer().useAsDefault();
// myTween will be attached to myTimer
var myTween = new TINA.Tween(myObject, ['x'])
	.to({ x: 5 }, 1000)
	.start();

Timer

At every update its internal time is increased by a fixed proportion of the time elapsed since the previous update. To create a default timer that will update automatically:

var myTimer = new TINA.Timer().useAsDefault().start();

To create a timer and update it manually:

var myTimer = new TINA.Timer().useAsDefault();
TINA.add(myTimer);

function update() {
	TINA.update();
	requestAnimationFrame(update);
}

requestAnimationFrame(update);

It is possible to specify the speed at which time will elapse for the timer. This flexbility allows the user to use units that he is comfortable with. It could be 1 unit per second, 24 ups, 60 ups or 1000 ups (or even 237.6 ups if you come from another planet).

By default the timer goes at a speed of 1000 units per second (milliseconds). Every second, the time will increase by the given tups:

var tups = 60; // Time units per second
var myTimer = new TINA.Timer(tups);

Effect of different values for the tups:

var myTimer1 = new TINA.Timer(1);
var myTimer60 = new TINA.Timer(60);
var myTimer1000 = new TINA.Timer(1000);

// The following will tween myObject in 100 seconds
TINA.Tween(myObject, ['x']).to({ x: 1 }, 100).tweener(myTimer1);

// The following will tween myObject in 1.667 seconds
TINA.Tween(myObject, ['x']).to({ x: 1 }, 100).tweener(myTimer60);

// The following will tween myObject in 0.1 seconds
TINA.Tween(myObject, ['x']).to({ x: 1 }, 100).tweener(myTimer1000);

Ticker

At every update its internal time is increased by a fixed amount.

To create a ticker with automatic updates:

var myTicker = new TINA.Ticker().useAsDefault().start();

To create a ticker and update it manually:

var myTicker = new TINA.Ticker().useAsDefault();
TINA.add(myTicker);

function update() {
	TINA.update();
	requestAnimationFrame(update);
}

requestAnimationFrame(update);

By default the ticker goes at a speed of 1 unit per update. But similarly to a timer it is possible to specify how fast the time goes for a ticker. At every update the time will increase by the given tupt:

var tupt = 2; // Time units per tick/update
var myTicker = new TINA.Ticker(tupt);

Effect of different values for the tupt:

var myTicker1 = new TINA.Ticker(1);
var myTicker10 = new TINA.Ticker(10);
var myTicker20 = new TINA.Ticker(20);

// The following will tween myObject in 100 updates
TINA.Tween(myObject, ['x']).to({ x: 1 }, 100).tweener(myTicker1);

// The following will tween myObject in 10 updates
TINA.Tween(myObject, ['x']).to({ x: 1 }, 100).tweener(myTicker10);

// The following will tween myObject in 5 updates
TINA.Tween(myObject, ['x']).to({ x: 1 }, 100).tweener(myTicker20);

TINA's update callback

In the case when tweeners automatically update, TINA can be used as the main loop of the application.

// t is the total time elapsed since TINA started
// dt is the time elapsed since TINA's previous update
// both durations are in milliseconds
TINA.onUpdate(function (t, dt) {
	// At this point,
	// all my tweens are up to date
	// for the current iteration
	myGameLogic.update(t, dt);
	myPhysics.update(dt);
	myRenderer.update();
	...
});

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