我正在尝试沿着简单的动画进行动画处理,该动画在元素到达窗口边界时停止。这是一些示例代码:
var s = Snap("#bouncy");
var ball = s.circle(100, 100, 10);
var mypath = getLinearPath({x: 300, y: 300}, {x: 300, y: -1000});
var windowBBox = s.getBBox();
function animateAlongPath(path, element, start, dur) {
var len = Snap.path.getTotalLength(path);
console.log(element);
ball.current_anim = Snap.animate(start, len, function (value) {
var movePoint = Snap.path.getPointAtLength(path, value);
var ballBounds = element.node.getBoundingClientRect();
if (Snap.path.isPointInsideBBox(windowBBox, movePoint.x, movePoint.y)) {
console.log("moving to ", movePoint);
var t = new Snap.Matrix();
t.translate(movePoint.x, movePoint.y);
element.transform(t);
} else {
console.log("stopping");
this.stop();
element.stop();
ball.current_anim.stop();
}
}, dur);
};
function getLinearPath(start, end) {
var p;
p = s.path("M " + start.x + " " + start.y + " L " + end.x + " " + end.y);
return p
};
animateAlongPath(mypath, ball, 0, 1000);
我只是想在球到达窗框顶部时停止动画。但是,当调用stop()时(在动画手柄或元素上),我将继续获取回调,直到浏览器冻结为止。
如何取消动画并防止将来发生回调?
最佳答案
我阅读了Snap.svg的源代码,发现anim.stop调用了自己的回调函数。因此,在动画回调中调用stop方法会产生无限循环。
为了解决这个问题,您可以定义一个临时变量来阻止这样的无限循环。
var s = Snap("#bouncy");
var ball = s.circle(100, 100, 10);
var mypath = getLinearPath({x: 300, y: 300}, {x: 300, y: -1000});
var windowBBox = s.getBBox();
function animateAlongPath(path, element, start, dur) {
var len = Snap.path.getTotalLength(path);
console.log(element);
ball.current_anim = Snap.animate(start, len, function (value) {
var movePoint = Snap.path.getPointAtLength(path, value);
var ballBounds = element.node.getBoundingClientRect();
if (Snap.path.isPointInsideBBox(windowBBox, movePoint.x, movePoint.y)) {
console.log("moving to ", movePoint);
var t = new Snap.Matrix();
t.translate(movePoint.x, movePoint.y);
element.transform(t);
} else {
console.log("stopping");
//this.stop();
//element.stop();
//NOTE: ball.current_anim.stop calls ball.current_anim
var anim = ball.current_anim;
delete ball.current_anim;
if(anim){anim.stop();}
}
}, dur);
};
function getLinearPath(start, end) {
var p;
p = s.path("M " + start.x + " " + start.y + " L " + end.x + " " + end.y);
return p
};
animateAlongPath(mypath, ball, 0, 1000);