v4.2.0-beta.0
- [API] All
utils
,svg
,text
andeases
objects and methods are now exported by the main module:import { animate, clamp, inOut, splitText, morphTo } from 'animejs'
- [API] All modules can now be imported individually:
import { animate } from 'animejs/animation'
import { createTimer } from 'animejs/timer'
import { createTimeline } from 'animejs/timeline'
import { createAnimatable } from 'animejs/animatable'
import { createDraggable } from 'animejs/draggable'
import { createScope } from 'animejs/scope'
import { onScroll } from 'animejs/events'
import { createSpring } from 'animejs/spring'
import { engine } from 'animejs/engine'
import * as easings from 'animejs/easings'
import * as utils from 'animejs/utils'
import * as svg from 'animejs/svg'
import * as text from 'animejs/text'
import * as waapi from 'animejs/waapi'
- [Utils] Add
createSeededRandom()
to generate pre-seeded pseudo-random functions - [Utils] Add
damp()
utils to replacelerp(start, end, amount, clock)
- [Utils] Remove the clock parameter from
lerp()
(use the framerate dependent damping functiondamp()
instead) - [Utils] Remove
interpolate()
(use the simplifiedlerp()
instead) - [Bundle] Replace
lib/
withdist/bundles/
anddist/modules/
- [Bundle] Remove
lib/anime.iife.min.js
(usedist/bundles/anime.umd.min.js
instead)
- [Draggable] Fix touch dragging with Shadow DOM support (#1067) @wessmeister
- [Types] Add @types/node dependency for type checking (#1069) @Yukiniro
- [Utils]
stagger()
has been moved to/utils
, still available globally viaimport { stagger } from 'animejs'
- [Build] Simplify build scripts:
build
,dev
,dev:test
,test:browser
,test:node
,open:examples
- [Text]
text.split()
deprecated, usesplitText()
instead
You can test it with
npm install animejs@beta
v4.1.3
- Increase spring stiffness and velocity limits (#1039, #1040) @lixiaolin94
- [Scroll] Fixes threshold with transforms on parent (#1059) @almirbi
- [Targets, Text] Fix non-browser usage (#1056) @ClassicOldSong
- [Draggable] Fix Draggable's
onUpdate
andonSettle
callbacks not triggered when only updating the x axis (#1045) - [Draggable] Prevents error when removing the draggable container element from the DOM (#1064)
- [Animatable] Fix callbacks triggered multiple times by setting the callbacks to a dedicated Animation instead of applying them to each individual property animations
- [Animation] Fix tweens composition inconsistencies on tweens with
composition: 'replace'
not controlled by a Timeline - [Animation] Fix some time calculation inconsistencies when using seconds
engine.timeUnit = 's'
that affected tweens composition
- [WAAPI] Added missing
WAAPIAnimation
type to theRevertible
type - [Stagger] The
stagger()
function return type is now inferred from the input value type - [Eases] Fix the error "A rest parameter must be of an array type." of the linear easing type (#972)
- Export the following missing types (#1051, #1010):
SpringParams
TimelinePosition
TimelineAnimationPosition
WAAPITweenValue
WAAPIFunctionValue
WAAPIKeyframeValue
WAAPICallback
WAAPITweenOptions
WAAPIAnimationOptions
WAAPIAnimationParams
ScrollThresholdValue
ScrollThresholdParam
ScrollObserverAxisCallback
ScrollThresholdCallback
ScrollObserverParams
v4.1.2
- [Timeline] Fix
onComplete
callback not called on reversed timelines (#378) - [Scroll] Fix
onScoll()
not properly handling SVG targets by usinggetBoundingClientRect()
for size and offset calculation instead ofoffsetTop
/offsetLeft
(#1021) - [Animation] Fix relative values (+=, -=, *=) not properly refreshed when calling
animation.refresh()
(#1025) - [Draggable]
draggable.disable()
now properly disable the drag without interrupting animations. The old behavior is still possible by chaining methods like thisdraggable.disable().stop()
- [Draggable] Fix an issue where the internal ResizeObserver won't be properly disconnected on revert (#1041)
- [Draggable] Draggable onUpdate is now only called when the draggable position change (#1032)
- [Docs] Clarify limitations of composition: "blend" with
.reverse()
and other parameters (#1012)
v4.1.0
StaggerParameters
→StaggerParams
The major new feature of this release is the new text.split()
method, an easy to use, fully-featured, lightweight and performant modern text splitter for JavaScript.
It does all the following in only 7KB:
- Split text by characters, words, and lines
- Split words in languages that don't use spaces like Chinese and Japanese
- Can split trough any level of nested tags, even when splitting by lines
- Element cloning with configurable position
- Custom wrapping methods to create masking effects
- Custom HTML wrapper with a powerful templating system
- Handles splitting ѕρє¢ιαℓ ¢нαяα¢тєяѕ and emojis
- Accessible for screen readers
- 100% responsive with the
.addEffect()
method
import { text, animate } from 'animejs';
const split = text.split('.my-text');
animate(split.words, {
x: () => utils.random(-100, 100),
y: () => utils.random(-100, 100)
});
Check out the full documentation for text.split() here http://animejs.com/documentation/text/split
Adds a constructor to a Scope that is only called once, allowing you to execute code once and add scoped animations that won't be reverted between media query changes.
Adds a constructor Function
that recreates a Timer, Animation, or Timeline between media query changes while keeping track of its current time, allowing to seamlessly update an animation's parameters without breaking the playback state.
Check out the full documentation for text.split() here http://animejs.com/documentation/scope/scope-methods/addonce
Returns a Function
that recreates a Timer
, Animation
, or Timeline
while keeping track of its current time, allowing to seamlessly update an animation's parameters without breaking the playback state.
const trackedAnimate = utils.keepTime(() => animate(target, params));
const tracked = trackedAnimate();
The new use
and total
parameters allow defining custom staggering order:
const split = text.split('article', { lines: true });
// Animate the words with a stagger based on the lines order
animate(split.words, {
y: () => utils.randomPick(['-100%', '100%']),
delay: stagger(100, {
use: 'data-line',
from: 'last',
total: split.lines.length
})
})
You can now define 'random' to the
fromparameter of the
stagger()`` function to define a random staggered order:
const split = text.split('article');
animate(split.words, {
y: () => utils.randomPick(['-100%', '100%']),
delay: stagger(100, { from: 'random' })
})
- Make sure
.refresh()
only updates thefromNumbers
value when the value is defined as a function based value - Improves startup performance on first load
- Improves tree shaking
- Various bug fixes, copy and design tweaks
v4.0.2
- Fixes floating point inaccuracies with
.stretch()
. (#1005)
- Fixes
stroke-linecap
defined in a stylesheet overriding attributes defined bycreateDrawable()
. (#1002) - Fixes
createDrawable()
line effect issues when the attribute / propertyvector-effect
is set to"non-scaling-stroke"
. (#793)
- Fixes a Promise issue with WAAPI animations when the
complete()
method is called before the animation plays. (#1001) - Prevents conflicts between user defined CSS Custom Properties and the WAAPI
animate()
properties. (#1000) - Fixes a caching issue that prevented to use different parameters for the same easing function. (#999)
- Fixes
.revert()
not properly reverting the draggable internalAnimatable
, keeping the x and y styles defined. (#997) - Fixes
onSettle()
triggering on theonComplete
callback of the x property, before the y property has updated, causing the draggable to sometimes not go back to its initial position. (#997)
- Added Draggable params to exported types #969 by @AdeboyeDN. (#1004)
v4.0.0
I'm still finalizing the release notes as there are MANY changes, but in the meantime, you can check out the brand new documentation here.
The brand new Anime.js.
Every Anime.js feature is now exported as an ES Module. This is great for tree shaking, you don't have to ship the entire library anymore, only what you need.
The anime(parameters)
function has been replaced with the animate(targets, parameters)
module. The targets
parameter has been replaced with a dedicated function parameter: animate(targets, parameters)
.
V3:
import anime from 'animejs';
const animation = anime({
targets: 'div',
translateX: 100,
});
V4:
import { animate } from 'animejs';
const animation = animate('div', {
translateX: 100,
});
The ease
prefix has been removed: 'easeInOutQuad' -> 'inOutQuad'.
Callbacks have have been renamed like this:
begin()
->onBegin()
update()
->onUpdate()
Here's all the change to the API
- import anime from 'animejs';
+ import { animate, createSpring, utils } from 'animejs';
- anime({
- targets: 'div',
+ animate('div', {
translateX: 100,
rotate: {
- value: 360,
+ to: 360,
- easing: 'spring(.7, 80, 10, .5)',
+ ease: createSpring({ mass: .7, damping: 80, stiffness: 10, velocity: .5}),
},
- easing: 'easeinOutExpo',
+ ease: 'inOutExpo',
- easing: () => t => Math.cos(t),
+ ease: t => Math.cos(t),
- direction: 'reverse',
+ reversed: true,
- direction: 'alternate',
+ alternate: true,
- loop: 1,
+ loop: 0,
- round: 100,
+ modifier: utils.round(2),
- begin: () => {},
+ onBegin: () => {},
- update: () => {},
+ onUpdate: () => {},
- change: () => {},
+ onRender: () => {},
- changeBegin: () => {},
- changeComplete: () => {},
- loopBegin: () => {},
- loopComplete: () => {},
+ onLoop: () => {},
- complete: () => {},
+ onComplete: () => {},
});
No more .finished
property, promises are now handled directly with animation.then()
:
- import anime from 'animejs';
+ import { animate, utils } from 'animejs';
- anime({ targets: target, prop: x }).finished.then(() => {});
+ animate(target, { prop: x }).then(() => {});
The object syntax value
property has been renamed to
:
- translateX: { value: 100 }
+ translateX: { to: 100 }
The new default easing is 'outQuad'
instead of 'easeOutElastic(1, .5)'
.
In V3 all animations coexist and overlaps with each other. This can cause animations with the same targets and animated properties to create weird results. V4 cancels a running tween if a new one is created on the same target with the same property. This behaviour can be confifugred using the new composition
parameter.
composition: 'none'
// The old V3 behaviour, animations can overlaps composition: 'replace'
// The new V4 default composition: 'add'
// Creates additive animations by adding the values of the currently running animations with the new ones
The round
parameter has been replaced with a more flexible parameters that allows you to define custom functions to transform the numerical value of an animation just before the rendering.
- round: 100
+ modifier: utils.round(2)
You can of course defines your own modifier functions like this:
const animation = animate('div', {
translateX: '100rem',
modifier: v => v % 10 // Note that the unit 'rem' will automatically be passed to the rendered value
});
The direction
parameter has been replaced with an alternate
and reversed
parameters
V3:
const animation = anime({
targets: 'div',
direction: 'reverse',
// direction: 'alternate' It wasn't possible to combined reverse and alternate direction before
});
V4:
import { animate } from 'animejs';
const animation = animate('div', {
translateX: 100,
reversed: true,
alternate: true,
});
- import anime from 'animejs';
+ import { createTimeline, stagger } from 'animejs';
- anime.timeline({
+ createTimeline({
- duration: 500,
- easing: 'easeInOutQuad',
+ defaults: {
+ duration: 500,
+ ease: 'inOutQuad',
+ }
- loop: 2,
+ loop: 1,
- }).add({
- targets: 'div',
+ }).add('div', {
rotate: 90,
})
- .add('.target:nth-child(1)', { opacity: 0, onComplete }, 0)
- .add('.target:nth-child(2)', { opacity: 0, onComplete }, 100)
- .add('.target:nth-child(3)', { opacity: 0, onComplete }, 200)
- .add('.target:nth-child(4)', { opacity: 0, onComplete }, 300)
+ .add('.target', { opacity: 0, onComplete }, stagger(100))
- import anime from 'animejs';
+ import { animate, stagger } from 'animejs';
- anime({
- targets: 'div',
+ animate('div', {
- translateX: anime.stagger(100),
+ translateX: stagger(100),
- delay: anime.stagger(100, { direction: 'reversed' }),
+ translateX: stagger(100, { reversed: true }),
});
- import anime from 'animejs';
+ import { animate, svg } from 'animejs';
- const path = anime.path('path');
+ const { x, y, angle } = svg.createMotionPath('path');
- anime({
- targets: '#shape1',
+ animate('#shape1', {
- points: '70 41 118.574 59.369 111.145 132.631 60.855 84.631 20.426 60.369',
+ points: svg.morphTo('#shape2'),
- strokeDashoffset: [anime.setDashoffset, 0],
+ strokeDashoffset: svg.drawLine(),
- translateX: path('x'),
- translateY: path('y'),
- rotate: path('angle'),
+ translateX: x,
+ translateY: y,
+ rotate: angle,
});
- import anime from 'animejs';
+ import { utils } from 'animejs';
- const value = anime.get('#target1', 'translateX');
+ const value = utils.get('#target1', 'translateX');
- anime.set('#target1', { translateX: 100 });
+ utils.set('#target1', { translateX: 100 });
- anime.remove('#target1');
+ utils.remove('#target1');
- const rounded = anime.round(value);
+ const rounded = utils.round(value, 0);
- import anime from 'animejs';
+ import { engine } from 'animejs';
- anime.suspendWhenDocumentHidden = false;
+ engine.pauseWhenHidden = false;
- anime.speed = .5;
+ engine.playbackRate = .5;
Major performance boost and lower memory footprint. V4 has bee re-written from scratch by keeping performance in mind at every steps.
The tween system has been refactored to improve animations behaviours when they overlaps. This fix lots of issues, especially when creating multiple animations with the same property on the same target.
You can also blend animations together with the new composition: 'add'
parameter.
- Child animations can new be looped and reversed
- Add supports for labels
- Add supports for
.set()
in timeline - New position operators for more flexibility
- Multi-target child animation can be positioned using the
stagger
function - Easier children defaults configuration
- Greatly improved support for CSS transforms composition from one child animation to another
const tl = createTimeline({
playbackRate: .2,
defaults: {
duration: 500,
easing: 'outQuad',
}
});
tl.add('START', 100) // Add a label a 100ms
.set('.target', { opacity: 0 })
.add('.target', {
translateY: 100,
opacity: 1,
onComplete: () => {},
}, stagger(100))
.add('.target', {
scale: .75,
}, 'START')
.add('.target', {
rotate: '1turn',
}, '<<+=200')
You can now use CSS variables directly like any other property:
// Animate the values of the CSS variables '--radius'
animate('#target', { '--radius': '20px' });
Animate from a value
+ translateX: { from: 50 }
Even if the [from, to]
shortcut is still valid in V4, you can now also write it like this:
+ translateX: { from: 50, to: 100 }
You can now animate hex colors with an alpha channel like '#F443' or '#FF444433'.
You can now create timers with the createTimer
module.
Timers can be use as replacement for setTimeout
or setInterval
but with all the playbacks parameters, callbacks and the Promise
system provided by anime.js.
const interval = createTimer({
onLoop: () => { // do something every 500ms },
duration: 500,
});
const timeout = createTimer({
onComplete: () => { // do something in 500ms },
duration: 500,
});
const gameLogicLoop = createTimer({
frameRate: 30,
onUpdate: gameSystems,
});
const gameRenderLoop = createTimer({
frameRate: 60,
onUpdate: gameRender,
});
You can now change the frame rate to all animations or to a specific Timeline / Animation / Timer
v3.2.1
- Add "remove" method on instance #635
- (Re) Add easeOutIn easing function #684
- Fix bug with
visibilitychange
event and paused instances #701, #560, #721, #711 - Fix condition for
getAttribute
when the returned value is 0 #540 - Fix a scaling issue on path animations when animating an element inside an SVG #568
- Fix ranged staggering example #704
- Better Elastic easings explanations #694
- Cleanup examples