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Legacy documentation

Install

$ npm install blobs
import * as blobs2 from "blobs/v2";
import * as blobs2Animate from "blobs/v2/animate";

OR

<script src="https://unpkg.com/blobs/v2"></script>
<script src="https://unpkg.com/blobs/v2/animate"></script>

SVG Path

const svgPath = blobs2.svgPath({
    seed: Math.random(),
    extraPoints: 8,
    randomness: 4,
    size: 256,
});
doSomething(svgPath);

SVG

const svgString = blobs2.svg(
    {
        seed: Math.random(),
        extraPoints: 8,
        randomness: 4,
        size: 256,
    },
    {
        fill: "white", // 🚨 NOT SANITIZED
        stroke: "black", // 🚨 NOT SANITIZED
        strokeWidth: 4,
    },
);
container.innerHTML = svgString;

Canvas

const path = blobs2.canvasPath(
    {
        seed: Math.random(),
        extraPoints: 16,
        randomness: 2,
        size: 128,
    },
    {
        offsetX: 16,
        offsetY: 32,
    },
);
ctx.stroke(path);

Canvas Animation

const ctx = /* ... */;
const animation = blobs2Animate.canvasPath();

// Set up rendering loop.
const renderAnimation = () => {
    ctx.clearRect(0, 0, width, height);
    ctx.fill(animation.renderFrame());
    requestAnimationFrame(renderAnimation);
};
requestAnimationFrame(renderAnimation);

// Transition to new blob on canvas click.
ctx.canvas.onclick = () => {
    animation.transition({
        duration: 4000,
        timingFunction: "ease",
        callback: loopAnimation,
        blobOptions: {...},
    });
};

Canvas Wiggle

const ctx = /* ... */;
const animation = blobs2Animate.canvasPath();

// Set up rendering loop.
const renderAnimation = () => {
    ctx.clearRect(0, 0, width, height);
    ctx.fill(animation.renderFrame());
    requestAnimationFrame(renderAnimation);
};
requestAnimationFrame(renderAnimation);

// Begin wiggle animation.
blobs2Animate.wigglePreset(
    animation
    /* blobOptions= */ {...},
    /* canvasOptions= */ {},
    /* wiggleOptions= */ {speed: 2},
)

Complete API

"blobs/v2"

export interface BlobOptions {
    // A given seed will always produce the same blob.
    // Use `Math.random()` for pseudorandom behavior.
    seed: string | number;
    // Actual number of points will be `3 + extraPoints`.
    extraPoints: number;
    // Increases the amount of variation in point position.
    randomness: number;
    // Size of the bounding box.
    size: number;
}

export interface CanvasOptions {
    // Coordinates of top-left corner of the blob.
    offsetX?: number;
    offsetY?: number;
}
export const canvasPath: (blobOptions: BlobOptions, canvasOptions?: CanvasOptions) => Path2D;

export interface SvgOptions {
    fill?: string; // Default: "#ec576b".
    stroke?: string; // Default: "none".
    strokeWidth?: number; // Default: 0.
}
export const svg: (blobOptions: BlobOptions, svgOptions?: SvgOptions) => string;
export const svgPath: (blobOptions: BlobOptions) => string;

"blobs/v2/animate"

interface Keyframe {
    // Duration of the keyframe animation in milliseconds.
    duration: number;
    // Delay before animation begins in milliseconds.
    // Default: 0.
    delay?: number;
    // Controls the speed of the animation over time.
    // Default: "linear".
    timingFunction?:
        | "linear"
        | "easeEnd"
        | "easeStart"
        | "ease"
        | "elasticEnd0"
        | "elasticEnd1"
        | "elasticEnd2"
        | "elasticEnd3";
    // Called after keyframe end-state is reached or passed.
    // Called exactly once when the keyframe end-state is rendered.
    // Not called if the keyframe is preempted by a new transition.
    callback?: () => void;
    // Standard options, refer to "blobs/v2" documentation.
    canvasOptions?: {
        offsetX?: number;
        offsetY?: number;
    };
}

export interface CanvasKeyframe extends Keyframe {
    // Standard options, refer to "blobs/v2" documentation.
    blobOptions: {
        seed: number | string;
        randomness: number;
        extraPoints: number;
        size: number;
    };
}

export interface CanvasCustomKeyframe extends Keyframe {
    // List of point coordinates that produce a single, closed shape.
    points: Point[];
}

export interface Animation {
    // Renders the current state of the animation.
    renderFrame: () => Path2D;
    // Renders the current state of the animation as points.
    renderPoints: () => Point[];
    // Immediately begin animating through the given keyframes.
    // Non-rendered keyframes from previous transitions are cancelled.
    transition: (...keyframes: (CanvasKeyframe | CanvasCustomKeyframe)[]) => void;
    // Resume a paused animation. Has no effect if already playing.
    play: () => void;
    // Pause a playing animation. Has no effect if already paused.
    pause: () => void;
    // Toggle between playing and pausing the animation.
    playPause: () => void;
}

// Function that returns the current timestamp. This value will be used for all
// duration/delay values and will be used to interpolate between keyframes. It
// must produce values increasing in size.
// Default: `Date.now`.
export interface TimestampProvider {
    (): number;
}
export const canvasPath: (timestampProvider?: TimestampProvider) => Animation;

export interface WiggleOptions {
    // Speed of the wiggle movement. Higher is faster.
    speed: number;
    // Length of the transition from the current state to the wiggle blob.
    // Default: 0
    initialTransition?: number;
}
// Preset animation that produces natural-looking random movement.
// The wiggle animation will continue indefinitely until the next transition.
export const wigglePreset = (
    animation: Animation,
    blobOptions: BlobOptions,
    canvasOptions: CanvasOptions,
    wiggleOptions: WiggleOptions,
)

License

MIT