Now, it's time to create our simplest animation with TweenJS. It is a simple but powerful API, which gives you the ability to develop animations with method chaining.
The animation has a red ball that comes from the top of the Canvas
element and then drops down.
In the preceding screenshot, you can see all the steps of our simple animation; consequently, you can predict what we need to do to prepare this animation. In our animation, we are going to use two methods: get
and to
.
The following is the complete source code for our animation:
var canvas = document.getElementById("canvas"); var stage = new createjs.Stage(canvas); var ball = new createjs.Shape(); ball.graphics.beginFill("#FF0000").drawCircle(0, 0, 50); ball.x = 200; ball.y = -50; var tween = createjs.Tween.get(ball) to({ y: 300 }, 1500, createjs.Ease.bounceOut); stage.addChild(ball); createjs.Ticker.addEventListener("tick", stage);
In the second and third line of the JavaScript code snippet, two variables are declared, namely; the canvas
and stage
objects. In the next line, the ball
variable is declared, which contains our shape
object. In the following line, we drew a red circle with the drawCircle
method (we have discussed about the drawCircle
method in the previous chapter). Then, in order to set the coordinates of our shape object outside the viewport, we set the x
axis to -50
px.
After this, we created a tween
variable, which holds the Tween
object; then, using the TweenJS method chaining, the to
method is called with duration of 1500
ms and the y
property set to 300
px. The third parameter of the to
method represents the ease
function of tween
, which we set to bounceOut
in this example.
In the following lines, the ball
variable is added to Stage
and the tick
event is added to the Ticker
class to keep Stage
updated while the animation is playing. You can also find the Canvas
element in line 30, using which all animations and shapes are rendered in this element.
18.191.208.12