I am creating a simple plane animation in KineticJS for the fun of it.
Currently the animation runs a little jerky I would love to have some easing or tweening although I don't know how to begin.
Can anyone lend me a hand with the math?
<div id="container"></div>
<script src="http://www.html5canvastutorials.com/libraries/kinetic-v4.5.0-beta.js"></script>
<script defer="defer">
var stage = new Kinetic.Stage({
container: 'container',
width: 870,
height: 392
});
var layer = new Kinetic.Layer();
var xPos = 0;
var yPos = 126;
var growthFactorX = 6;
var growthFactorY = 2.6;
var growthFactorP = 3;
var planeRotation = 30;
// dashed line
var trail = new Kinetic.Line({
points: [{x: xPos,y: yPos}],
stroke: 'white',
strokeWidth: 2,
lineJoin: 'round',
dashArray: [6, 5]
});
var imageObj = new Image();
imageObj.src = '/assets/img/plane.png';
var plane = new Kinetic.Image({
x: xPos,
y: yPos - 15,
width: 54,
height: 30
});
imageObj.onload = function() {
plane.setImage(imageObj);
layer.add(plane);
stage.add(layer);
};
plane.rotateDeg( planeRotation );
layer.add(trail);
stage.add(layer);
var anim = new Kinetic.Animation(function(frame) {
if( xPos < 500 ) {
xPos = growthFactorX + xPos; // adds 3 to xPos on each loop
if( xPos > 400 ) {
yPos = yPos - growthFactorY;
if( plane.getRotationDeg() > 0 )
plane.rotateDeg( (-growthFactorP) ) ;
}
var curPoints = trail.getPoints();
var newPoints = [{x: xPos, y: yPos}];
trail.setPoints(curPoints.concat(newPoints));
plane.setX(xPos + 10);
plane.setY(yPos - 35);
}
else {
anim.stop();
}
}, layer);
anim.start();
</script>
I have created a fiddle for you,
and have changed this factors, al thought it looks smooth to me, please let me know if any specification
var xPos = 0;
var yPos = 126;
var growthFactorX = 5;
var growthFactorY = 2;
var growthFactorP = 1;
var planeRotation = 30;
The fiddle link
I hope this will do :)
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