![]() ![]() ![]() This is generally a good thing, but having to choose what works best could be confusing. Nowadays, you have plenty of options for implementing frame by frame web animation. If you are making an animation with transparent. It gives you options to change frame order using drag and drop, set frame disposal (whether or not to keep the previous frame in the background), set loop count, or skip the first frame. There are a few more arguments for and against Canvas over SVG, but if you decide to go with Canvas, then head over to William Malone’s tutorial on this topic, which does an outstanding job at explaining how you can achieve the best results. This tool will assemble individual image files into an animated PNG file. ![]() No support for DOM events - so, for example, you couldn’t do something with the DOM outside of the canvas element once the animation is finished.Canvas API knowledge is required to build such a solution, which adds to the application maintenance costs.In Canvas, you can’t use inline assets, which means this might not be the best choice for one-time visited pages.Performance is fabulous, but this approach comes with several drawbacks: If you have a small screen and multiple animated objects at one time, Canvas would be an excellent choice. Images should have the same name structure made of an increasing number series and the same location (e.g., images/Eye-1.svg, images/Eye-2.svg, images/Eye-3.svg, etc.) so that the code can easily iterate through them. When the page loads, you call requestAnimationFrame for the first time and pass the step function to it, together with the animation’s startTime parameter built into the requestAnimationFrame function.Īt each step the code checks how much time has passed from the last image source update and, if it’s longer than the required time per frame, then it refreshes the image.īecause you’re building an infinite animation, the code above checks if it’s got to the last frame and if so, it resets the frameNumber to 1 if not, it increases the frameNumber by 1. Const $element = $ ( '.eye-animation' ) const imagePath = '/images' const totalFrames = 18 const animationDuration = 1300 const timePerFrame = animationDuration / totalFrames let timeWhenLastUpdate let timeFromLastUpdate let frameNumber = 1 function step ( startTime ) ![]()
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