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Javascript shake html element

I'm trying to shake an html element for my game.

I found this code here:

shake = function (sprite, magnitude = 16, angular = false) {

  //A counter to count the number of shakes
  var counter = 1;

  //The total number of shakes (there will be 1 shake per frame)
  var numberOfShakes = 10;

  //Capture the sprite's position and angle so you can
  //restore them after the shaking has finished
  var startX = sprite.x,
      startY = sprite.y,
      startAngle = sprite.rotation;

  // Divide the magnitude into 10 units so that you can 
  // reduce the amount of shake by 10 percent each frame
  var magnitudeUnit = magnitude / numberOfShakes;

  //The `randomInt` helper function
  var randomInt = (min, max) => {
    return Math.floor(Math.random() * (max - min + 1)) + min;
  };

  //Add the sprite to the `shakingSprites` array if it
  //isn't already there
  if(shakingSprites.indexOf(sprite) === -1) {
    //console.log("added")
    shakingSprites.push(sprite);

    //Add an `updateShake` method to the sprite.
    //The `updateShake` method will be called each frame
    //in the game loop. The shake effect type can be either
    //up and down (x/y shaking) or angular (rotational shaking).
    sprite.updateShake = () => {
      if(angular) {
        angularShake();
      } else {
        upAndDownShake();
      }
    };
  }

  //The `upAndDownShake` function
  function upAndDownShake() {

    //Shake the sprite while the `counter` is less than 
    //the `numberOfShakes`
    if (counter < numberOfShakes) {

      //Reset the sprite's position at the start of each shake
      sprite.x = startX;
      sprite.y = startY;

      //Reduce the magnitude
      magnitude -= magnitudeUnit;

      //Randomly change the sprite's position
      sprite.x += randomInt(-magnitude, magnitude);
      sprite.y += randomInt(-magnitude, magnitude);

      //Add 1 to the counter
      counter += 1;
    }

    //When the shaking is finished, restore the sprite to its original 
    //position and remove it from the `shakingSprites` array
    if (counter >= numberOfShakes) {
      sprite.x = startX;
      sprite.y = startY;
      shakingSprites.splice(shakingSprites.indexOf(sprite), 1);
    }
  }

  //The `angularShake` function
  //First set the initial tilt angle to the right (+1) 
  var tiltAngle = 1;

  function angularShake() {
    if (counter < numberOfShakes) {

      //Reset the sprite's rotation
      sprite.rotation = startAngle;

      //Reduce the magnitude
      magnitude -= magnitudeUnit;

      //Rotate the sprite left or right, depending on the direction,
      //by an amount in radians that matches the magnitude
      sprite.rotation = magnitude * tiltAngle;
      counter += 1;

      //Reverse the tilt angle so that the sprite is tilted
      //in the opposite direction for the next shake
      tiltAngle *= -1;
    }

    //When the shaking is finished, reset the sprite's angle and
    //remove it from the `shakingSprites` array
    if (counter >= numberOfShakes) {
      sprite.rotation = startAngle;
      shakingSprites.splice(shakingSprites.indexOf(sprite), 1);
      //console.log("removed")
    }
  }

}

However it only works for canvas sprites. How can I get it to work with HTML elements? Thanks.

like image 375
Harry Avatar asked May 01 '16 03:05

Harry


3 Answers

You can use css animation like this example

@-webkit-keyframes shake {
    0% { -webkit-transform: translate(2px, 1px) rotate(0deg); } 
    10% { -webkit-transform: translate(-1px, -2px) rotate(-1deg); }
    20% { -webkit-transform: translate(-3px, 0px) rotate(1deg); }
    30% { -webkit-transform: translate(0px, 2px) rotate(0deg); }
    40% { -webkit-transform: translate(1px, -1px) rotate(1deg); }
    50% { -webkit-transform: translate(-1px, 2px) rotate(-1deg); }
    60% { -webkit-transform: translate(-3px, 1px) rotate(0deg); }
    70% { -webkit-transform: translate(2px, 1px) rotate(-1deg); }
    80% { -webkit-transform: translate(-1px, -1px) rotate(1deg); }
    90% { -webkit-transform: translate(2px, 2px) rotate(0deg); }
    100% { -webkit-transform: translate(1px, -2px) rotate(-1deg); }
}
.shake:hover {
    -webkit-animation-name: shake;
    -webkit-animation-duration: 0.5s;
    -webkit-transform-origin:50% 50%;
    -webkit-animation-iteration-count: infinite;
}
.shake {
    display:inline-block
}
<div class="shake">Shake me</div>
<img class="shake" src="https://www.w3.org/2008/site/images/logo-w3c-screen-lg" />

To change speed of shaking, change values of animation-duration, translate(), rotate().

If you want to shake element using javascript see jsfiddle

like image 71
Mohammad Avatar answered Oct 22 '22 14:10

Mohammad


I have adapted your function so that it works on DOM elements. It is a pretty hefty shake though, you might want to play with the parameters to damped it a little bit:

var shakingElements = [];

var shake = function (element, magnitude = 16, angular = false) {
  //First set the initial tilt angle to the right (+1) 
  var tiltAngle = 1;

  //A counter to count the number of shakes
  var counter = 1;

  //The total number of shakes (there will be 1 shake per frame)
  var numberOfShakes = 15;

  //Capture the element's position and angle so you can
  //restore them after the shaking has finished
  var startX = 0,
      startY = 0,
      startAngle = 0;

  // Divide the magnitude into 10 units so that you can 
  // reduce the amount of shake by 10 percent each frame
  var magnitudeUnit = magnitude / numberOfShakes;

  //The `randomInt` helper function
  var randomInt = (min, max) => {
    return Math.floor(Math.random() * (max - min + 1)) + min;
  };

  //Add the element to the `shakingElements` array if it
  //isn't already there
  if(shakingElements.indexOf(element) === -1) {
    //console.log("added")
    shakingElements.push(element);

    //Add an `updateShake` method to the element.
    //The `updateShake` method will be called each frame
    //in the game loop. The shake effect type can be either
    //up and down (x/y shaking) or angular (rotational shaking).
    if(angular) {
      angularShake();
    } else {
      upAndDownShake();
    }
  }

  //The `upAndDownShake` function
  function upAndDownShake() {

    //Shake the element while the `counter` is less than 
    //the `numberOfShakes`
    if (counter < numberOfShakes) {

      //Reset the element's position at the start of each shake
      element.style.transform = 'translate(' + startX + 'px, ' + startY + 'px)';

      //Reduce the magnitude
      magnitude -= magnitudeUnit;

      //Randomly change the element's position
      var randomX = randomInt(-magnitude, magnitude);
      var randomY = randomInt(-magnitude, magnitude);

      element.style.transform = 'translate(' + randomX + 'px, ' + randomY + 'px)';

      //Add 1 to the counter
      counter += 1;

      requestAnimationFrame(upAndDownShake);
    }

    //When the shaking is finished, restore the element to its original 
    //position and remove it from the `shakingElements` array
    if (counter >= numberOfShakes) {
      element.style.transform = 'translate(' + startX + ', ' + startY + ')';
      shakingElements.splice(shakingElements.indexOf(element), 1);
    }
  }

  //The `angularShake` function
  function angularShake() {
    if (counter < numberOfShakes) {
      console.log(tiltAngle);
      //Reset the element's rotation
      element.style.transform = 'rotate(' + startAngle + 'deg)';

      //Reduce the magnitude
      magnitude -= magnitudeUnit;

      //Rotate the element left or right, depending on the direction,
      //by an amount in radians that matches the magnitude
      var angle = Number(magnitude * tiltAngle).toFixed(2);
      console.log(angle);
      element.style.transform = 'rotate(' + angle + 'deg)';
      counter += 1;

      //Reverse the tilt angle so that the element is tilted
      //in the opposite direction for the next shake
      tiltAngle *= -1;

      requestAnimationFrame(angularShake);
    }

    //When the shaking is finished, reset the element's angle and
    //remove it from the `shakingElements` array
    if (counter >= numberOfShakes) {
      element.style.transform = 'rotate(' + startAngle + 'deg)';
      shakingElements.splice(shakingElements.indexOf(element), 1);
      //console.log("removed")
    }
  }

};

DEMO

Have a look at the demo in the fiddle. The red block is the regular upAndDownShake, whereas the green one uses angularShake:

https://jsfiddle.net/12aueufy/1/

like image 21
nils Avatar answered Oct 22 '22 15:10

nils


Maybe you should take a look in Animate.css, https://daneden.github.io/animate.css/, this is a css library that provides a lot of animations, including a shake one... I hope that this might work for your problem!

like image 4
Mario Alberto Contreras Avatar answered Oct 22 '22 16:10

Mario Alberto Contreras