Class: Animation

Konva. Animation

new Animation(func, layers)

Animation constructor. A stage is used to contain multiple layers and handle
Parameters:
Name Type Argument Description
func function function executed on each animation frame. The function is passed a frame object, which contains timeDiff, lastTime, time, and frameRate properties. The timeDiff property is the number of milliseconds that have passed since the last animation frame. The lastTime property is time in milliseconds that elapsed from the moment the animation started to the last animation frame. The time property is the time in milliseconds that ellapsed from the moment the animation started to the current animation frame. The frameRate property is the current frame rate in frames / second. Return false from function, if you don't need to redraw layer/layers on some frames.
layers Konva.Layer | Array <optional>
layer(s) to be redrawn on each animation frame. Can be a layer, an array of layers, or null. Not specifying a node will result in no redraw.
Source:
Example
// move a node to the right at 50 pixels / second
var velocity = 50;

var anim = new Konva.Animation(function(frame) {
  var dist = velocity * (frame.timeDiff / 1000);
  node.move(dist, 0);
}, layer);

anim.start();

Methods

addLayer(layer) → {Bool}

add layer. Returns true if the layer was added, and false if it was not
Parameters:
Name Type Description
layer Konva.Layer to add
Source:
Returns:
true if layer is added to animation, otherwise false
Type
Bool

getLayers() → {Array}

get layers
Source:
Returns:
Array of Konva.Layer
Type
Array

isRunning() → {Bool}

determine if animation is running or not. returns true or false
Source:
Returns:
is animation running?
Type
Bool

isRunning() → {Boolean}

determine if animation of sprite is running or not. returns true or false
Source:
Returns:
Type
Boolean

setLayers(layers) → {Konva.Animation}

set layers to be redrawn on each animation frame
Parameters:
Name Type Argument Description
layers Konva.Layer | Array <optional>
layer(s) to be redrawn.  Can be a layer, an array of layers, or null. Not specifying a node will result in no redraw.
Source:
Returns:
this
Type
Konva.Animation

start() → {Konva.Animation}

start animation
Source:
Returns:
this
Type
Konva.Animation

stop() → {Konva.Animation}

stop animation
Source:
Returns:
this
Type
Konva.Animation