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.
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
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/
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!
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