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Vanilla Javascript Scrolling function for easing based scrolling
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function scrollTo(Y, duration, easingFunction, callback) { | |
var start = Date.now(), | |
elem = document.documentElement.scrollTop?document.documentElement:document.body, | |
from = elem.scrollTop; | |
if(from === Y) { | |
callback(); | |
return; /* Prevent scrolling to the Y point if already there */ | |
} | |
function min(a,b) { | |
return a<b?a:b; | |
} | |
function scroll(timestamp) { | |
var currentTime = Date.now(), | |
time = min(1, ((currentTime - start) / duration)), | |
easedT = easingFunction(time); | |
elem.scrollTop = (easedT * (Y - from)) + from; | |
if(time < 1) requestAnimationFrame(scroll); | |
else | |
if(callback) callback(); | |
} | |
requestAnimationFrame(scroll) | |
} | |
/* bits and bytes of the scrollTo function inspired by the works of Benjamin DeCock */ | |
/* | |
* Easing Functions - inspired from http://gizma.com/easing/ | |
* only considering the t value for the range [0, 1] => [0, 1] | |
*/ | |
var easing = { | |
// no easing, no acceleration | |
linear: function (t) { return t }, | |
// accelerating from zero velocity | |
easeInQuad: function (t) { return t*t }, | |
// decelerating to zero velocity | |
easeOutQuad: function (t) { return t*(2-t) }, | |
// acceleration until halfway, then deceleration | |
easeInOutQuad: function (t) { return t<.5 ? 2*t*t : -1+(4-2*t)*t }, | |
// accelerating from zero velocity | |
easeInCubic: function (t) { return t*t*t }, | |
// decelerating to zero velocity | |
easeOutCubic: function (t) { return (--t)*t*t+1 }, | |
// acceleration until halfway, then deceleration | |
easeInOutCubic: function (t) { return t<.5 ? 4*t*t*t : (t-1)*(2*t-2)*(2*t-2)+1 }, | |
// accelerating from zero velocity | |
easeInQuart: function (t) { return t*t*t*t }, | |
// decelerating to zero velocity | |
easeOutQuart: function (t) { return 1-(--t)*t*t*t }, | |
// acceleration until halfway, then deceleration | |
easeInOutQuart: function (t) { return t<.5 ? 8*t*t*t*t : 1-8*(--t)*t*t*t }, | |
// accelerating from zero velocity | |
easeInQuint: function (t) { return t*t*t*t*t }, | |
// decelerating to zero velocity | |
easeOutQuint: function (t) { return 1+(--t)*t*t*t*t }, | |
// acceleration until halfway, then deceleration | |
easeInOutQuint: function (t) { return t<.5 ? 16*t*t*t*t*t : 1+16*(--t)*t*t*t*t } | |
} | |
/* Add the following to you main js file | |
// http://paulirish.com/2011/requestanimationframe-for-smart-animating/ | |
// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating | |
// requestAnimationFrame polyfill by Erik Möller | |
// fixes from Paul Irish and Tino Zijdel | |
(function() { | |
var lastTime = 0; | |
var vendors = ['ms', 'moz', 'webkit', 'o']; | |
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) { | |
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame']; | |
window.cancelAnimationFrame = window[vendors[x]+'CancelAnimationFrame'] | |
|| window[vendors[x]+'CancelRequestAnimationFrame']; | |
} | |
if (!window.requestAnimationFrame) | |
window.requestAnimationFrame = function(callback, element) { | |
var currTime = new Date().getTime(); | |
var timeToCall = Math.max(0, 16 - (currTime - lastTime)); | |
var id = window.setTimeout(function() { callback(currTime + timeToCall); }, | |
timeToCall); | |
lastTime = currTime + timeToCall; | |
return id; | |
}; | |
if (!window.cancelAnimationFrame) | |
window.cancelAnimationFrame = function(id) { | |
clearTimeout(id); | |
}; | |
}()); */ |
This gist was very helpful for me. Because we ended up a bit confused about element detection I put all the things together.
function scrollIt(destination, duration = 200, easing = 'linear', callback) {
// define timing functions
let easings = {
// no easing, no acceleration
linear(t) {
return t;
},
// accelerating from zero velocity
easeInQuad(t) {
return t * t;
},
// decelerating to zero velocity
easeOutQuad(t) {
return t * (2 - t);
},
// acceleration until halfway, then deceleration
easeInOutQuad(t) {
return t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t;
},
// accelerating from zero velocity
easeInCubic(t) {
return t * t * t;
},
// decelerating to zero velocity
easeOutCubic(t) {
return (--t) * t * t + 1;
},
// acceleration until halfway, then deceleration
easeInOutCubic(t) {
return t < 0.5 ? 4 * t * t * t : (t - 1) * (2 * t - 2) * (2 * t - 2) + 1;
},
// accelerating from zero velocity
easeInQuart(t) {
return t * t * t * t;
},
// decelerating to zero velocity
easeOutQuart(t) {
return 1 - (--t) * t * t * t;
},
// acceleration until halfway, then deceleration
easeInOutQuart(t) {
return t < 0.5 ? 8 * t * t * t * t : 1 - 8 * (--t) * t * t * t;
},
// accelerating from zero velocity
easeInQuint(t) {
return t * t * t * t * t;
},
// decelerating to zero velocity
easeOutQuint(t) {
return 1 + (--t) * t * t * t * t;
},
// acceleration until halfway, then deceleration
easeInOutQuint(t) {
return t < 0.5 ? 16 * t * t * t * t * t : 1 + 16 * (--t) * t * t * t * t;
}
};
function checkElement() {
// returns document.documentElement for chrome and safari
// document.body for rest of the world
document.documentElement.scrollTop += 1;
let elm = (document.documentElement.scrollTop !== 0) ? document.documentElement : document.body;
document.documentElement.scrollTop -= 1;
return elm;
}
let element = checkElement();
let start = element.scrollTop;
let startTime = Date.now();
function scroll() {
let now = Date.now();
let time = Math.min(1, ((now - startTime) / duration));
let timeFunction = easings[easing](time);
element.scrollTop = (timeFunction * (destination - start)) + start;
if (element.scrollTop === destination) {
callback;
return;
}
requestAnimationFrame(scroll);
}
scroll();
}
And this is how to use it:
scrollIt(1000, 300, 'easeInQuad', console.log('done'));
or simple version with default arguments if you don't care about duration, easing and callback...
scrollIt(1000);
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Why not use the build it function
Math.min
on line 19 instead of creating your own function at line 12?