# [anime.js](http://animejs.com) 
>*Anime* `(/ˈæn.ə.meɪ/)` is a lightweight JavaScript animation library. It works with any CSS Properties, individual CSS transforms, SVG or any DOM attributes, and JavaScript Objects.
⚠️ **Migrating from v1.x ? Make sure to read the [changelog](https://github.com/juliangarnier/anime/releases/tag/v2.0.0)** ⚠️
### Main features
* [Keyframes](#keyframes): Chain multiple animation properties.
* [Timeline](#timeline): Synchronize multiple instances together.
* [Playback controls](#playback-controls): Play, pause, restart, seek animations or timelines.
* [CSS transforms](#individual-CSS-transforms): Animate CSS transforms individually.
* [Function based values](#function-based-values): Multiple animated targets can have individual value.
* [SVG Animations](#svg): Motion path, line drawing and morphing animations.
* [Easing functions](#easing-functions): Use the built in functions or create your own Cubic Bézier curve easing.
### Demos and examples
* [CodePen demos and examples](http://codepen.io/collection/b392d3a52d6abf5b8d9fda4e4cab61ab/)
* [juliangarnier.com](http://juliangarnier.com)
* [animejs.com](http://animejs.com)
* [kenzo.com/en/thejunglebook](https://kenzo.com/en/thejunglebook)
* [Stress test](http://codepen.io/juliangarnier/pen/9aea7f045d7db301eab41bc09dcfc04d?editors=0010)
### Browser support
| Chrome | Safari | IE / Edge | Firefox | Opera |
| --- | --- | --- | --- | --- |
| 24+ | 6+ | 10+ | 32+ | 15+ |
## Usage
```bash
$ npm install animejs
# OR
$ bower install animejs
```
```javascript
import anime from 'animejs'
```
Or manually [download](https://github.com/juliangarnier/anime/archive/master.zip) and link `anime.min.js` in your HTML:
```html
```
Then start animating:
```javascript
anime({
targets: 'div',
translateX: [
{ value: 100, duration: 1200 },
{ value: 0, duration: 800 }
],
rotate: '1turn',
backgroundColor: '#FFF',
duration: 2000,
loop: true
});
```
# API
## Targets
The `targets` property defines the elements or JS `Object`s to animate.
| Types | Examples
| --- | ---
| CSS Selectors | `'div'`, `'.item'`, `'path'`, `'#el path'` ...
| DOM Element | `document.querySelector('.item')`
| NodeList | `document.querySelectorAll('.item')`
| `Object` | `{prop1: 100, prop2: 200}`
| `Array` | `['div', '.item', domNode]`
➜ [Targets examples](http://animejs.com/documentation/#cssSelector)
## Animatable properties
| Types | Examples
| --- | ---
| CSS | `opacity`, `backgroundColor`, `fontSize` ...
| Transforms | `translateX`, `rotate`, `scale` ...
| Object properties | Any `Object` property containing numerical values
| DOM attributes | Any DOM attributes containing numerical values
| SVG attributes | Any SVG attributes containing numerical values
➜ [Animatable properties examples](http://animejs.com/documentation/#cssProperties)
### CSS
Any CSS properties can be animated:
```javascript
anime({
targets: 'div',
left: '80%', // Animate all divs left position to 80%
opacity: .8, // Animate all divs opacity to .8
backgroundColor: '#FFF' // Animate all divs background color to #FFF
});
```
➜ [CSS properties example](http://animejs.com/documentation/#cssProperties)
### Individual CSS transforms
CSS transforms can be animated individually:
```javascript
anime({
targets: 'div',
translateX: 250, // Animate all divs translateX property to 250px
scale: 2, // Animate all divs scale to 2
rotate: '1turn' // Animate all divs rotation to 1 turn
});
```
➜ [CSS Transforms example](http://animejs.com/documentation/#CSStransforms)
### JavaScript Object properties
Any `Object` property containing a numerical value can be animated:
```javascript
var myObject = {
prop1: 0,
prop2: '0%'
}
anime({
targets: myObject,
prop1: 50, // Animate the 'prop1' property from myObject to 50
prop2: '100%' // Animate the 'prop2' property from myObject to 100%
});
```
➜ [Object properties example](http://animejs.com/documentation/#JSobjectProp)
### DOM Attributes
Any DOM Attribute containing a numerical values can be animated:
```html
```
```javascript
anime({
targets: input,
value: 1000, // Animate the input value to 1000
round: 1 // Remove decimals by rounding the value
});
```
➜ [DOM Attributes example](http://animejs.com/documentation/#domAttributes)
### SVG Attributes
Any SVG Attribute containing a numerical values can be animated:
```html
```
```javascript
anime({
targets: 'polygon',
points: '64 128 8.574 96 8.574 32 64 0 119.426 32 119.426 96'
});
```
➜ [SVG Attributes example](http://animejs.com/documentation/#svgAttributes)
## Property parameters
Defines duration, delay and easing for each property animations.
Can be set globally, or individually to each properties:
| Names | Defaults | Types | Info
| --- | --- | --- | ---
| duration | `1000` | `number`, `function` | millisecond
| delay | `0` | `number`, `function` | millisecond
| easing | `'easeOutElastic'` | `function` | [See Easing functions](#easing-functions)
| elasticity | `500` | `number`, `function` | Range [0 - 1000]
| round | `false` | `number`, `boolean`, `function` | Power of 10
```javascript
anime({
translateX: {
value: 250,
duration: 800
},
rotate: {
value: 360,
duration: 1800,
easing: 'easeInOutSine'
},
scale: {
value: 2,
duration: 1600,
delay: 800,
easing: 'easeInOutQuart'
},
delay: 250 // All properties except 'scale' inherit 250ms delay
});
```
➜ [Property parameters examples](http://animejs.com/documentation/#duration)
## Function based property parameters
Get different property parameters for every target of the animation.
The function accepts 3 arguments: `target`, `index`, `targetsLength`.
```javascript
anime({
targets: 'div',
translateX: 250,
rotate: 180,
duration: function(target) {
// Duration based on every div 'data-duration' attribute
return target.getAttribute('data-duration');
},
delay: function(target, index) {
// 100ms delay multiplied by every div index, in ascending order
return index * 100;
},
elasticity: function(target, index, totalTargets) {
// Elasticity multiplied by every div index, in descending order
return 200 + ((totalTargets - index) * 200);
}
});
```
➜ [Function based parameters examples](http://animejs.com/documentation/#functionBasedDuration)
## Animation parameters
Parameters relative to the animation to specify the direction, the number of loops or autoplay.
| Names | Defaults | Types
| --- | --- | ---
| loop | `false` | `number`, `boolean`
| direction | `'normal'` | `'normal'`, `'reverse'`, `'alternate'`
| autoplay | `true` | `boolean`
```javascript
anime({
targets: 'div',
translateX: 100,
duration: 2000,
loop: 3, // Play the animation 3 times
direction: 'reverse', // Play the animation in reverse
autoplay: false // Animation paused by default
});
```
➜ [Animation parameters examples](http://animejs.com/documentation/#alternate)
## Property values
### Single value
Defines the end value of the animation.
Start value is the original target value, or default transforms value.
| Types | Examples | Infos
| --- | --- | ---
| Number | `100` | Automatically add original or default unit if needed
| String | `'10em'`, `'1turn'`, `'M21 1v160'`, `'50%'` | Must contains at least one numerical value
| Relative values | `'+=100px'`, `'-=20em'`, `'*=4'` | Add, subtract or multiply the original property value
| Colors | `'#FFF'`, `'rgb(255,0,0)'`, `'hsl(100, 20%, 80%)'` | Accepts 3 or 6 hex digit, rgb, or hsl values
➜ [Values examples](http://animejs.com/documentation/#unitlessValue)
```javascript
anime({
targets: 'div',
translateX: 100, // Add 'px' by default (from 0px to 100px)
rotate: '1turn', // Use 'turn' as unit (from 0turn to 1turn)
scale: '*=2', // Multiply the current scale value by 2 (from 1 to (1 * 2))
backgroundColor: '#FFF', // Animate the background color to #FFF (from 'rgb(0,0,0)' to 'rgb(255,255,255)')
duration: 1500
});
```
### From > To values
Force the animation to start at a certain value.
```javascript
anime({
targets: 'div',
translateX: [100, 200], // Translate X from 100 to 200
rotate: ['.5turn', '1turn'], // Rotate from 180deg to 360deg
scale: ['*=2', 1], // Scale from 2 times the original value to 1,
backgroundColor: ['rgb(255,0,0)', '#FFF'], // Will transition the background color from red to white
duration: 1500
});
```
➜ [Specific initial value example](http://animejs.com/documentation/#specificInitialValue)
### Function based values
Same as [function based property parameters](#function-based-property-parameters).
Get different values for every target and property of the animation.
The function accepts 3 arguments: `target`, `index`, `targetsLength`.
```javascript
anime({
targets: 'div',
translateX: function(el) {
return el.getAttribute('data-x');
},
translateY: function(el, i) {
return 50 + (-50 * i);
},
scale: function(el, i, l) {
return (l - i) + .25;
},
rotate: function() { return anime.random(-360, 360); },
duration: function() { return anime.random(800, 1600); },
delay: function() { return anime.random(0, 1000); }
});
```
➜ [Function based value example](http://animejs.com/documentation/#functionBasedPropVal)
### Keyframes
Keyframes are defined using an `Array` of property Object.
Instance's `duration` is divided by the number of keyframes of each properties if not specified.
```javascript
anime({
targets: 'div',
translateX: [
{ value: 250, duration: 1000, delay: 500, elasticity: 0 },
{ value: 0, duration: 1000, delay: 500, elasticity: 0 }
],
translateY: [
{ value: -40, duration: 500, elasticity: 100 },
{ value: 40, duration: 500, delay: 1000, elasticity: 100 },
{ value: 0, duration: 500, delay: 1000, elasticity: 100 }
],
scaleX: [
{ value: 4, duration: 100, delay: 500, easing: 'easeOutExpo' },
{ value: 1, duration: 900, elasticity: 300 },
{ value: 4, duration: 100, delay: 500, easing: 'easeOutExpo' },
{ value: 1, duration: 900, elasticity: 300 }
],
scaleY: [
{ value: [1.75, 1], duration: 500 },
{ value: 2, duration: 50, delay: 1000, easing: 'easeOutExpo' },
{ value: 1, duration: 450 },
{ value: 1.75, duration: 50, delay: 1000, easing: 'easeOutExpo' },
{ value: 1, duration: 450 }
]
});
```
➜ [Specific keyframes properties example](http://animejs.com/documentation/#keyframes)
## Timeline
### Basic timeline
Play animations in sequence by creating a timeline:
```javascript
var myTimeline = anime.timeline();
```
A timeline accepts the same parameters as an animation: `direction`, `loop` and `autoplay`.
```javascript
var myTimeline = anime.timeline({
direction: 'alternate',
loop: 3,
autoplay: false
});
```
Add animations to the timeline with `.add()` :
```javascript
myTimeline
.add({
targets: '.square',
translateX: 250
})
.add({
targets: '.circle',
translateX: 250
})
.add({
targets: '.triangle',
translateX: 250
});
```
Access timeline children animations with `myTimeline.children`
➜ [Basic timeline example](http://animejs.com/documentation/#basicTimeline)
### Timeline animations offsets
`offset` defines the starting time of an animation on the timeline.
#### Relative offset
Defines starting time relative to the previous animations duration.
| Types | Examples | Infos
| --- | --- | ---
| `+=` | `'+=100'` | Starts 100ms after the previous animation ends
| `-=` | `'-=100'` | Starts 100ms before the previous animation ends
| `*=` | `'*=2'` | Starts at 2 times the previous animations duration
```javascript
myTimeline
.add({
targets: '.square',
translateX: 250
})
.add({
targets: '.circle',
translateX: 250,
offset: '-=600' // Starts 600ms before the previous animation ends
})
.add({
targets: '.triangle',
translateX: 250,
offset: '-=800' // Starts 800ms before the previous animation ends
});
```
➜ [Relative offset example](http://animejs.com/documentation/#relativeOffset)
#### Absolute offset
Defines an absolute starting time on the timeline with a number.
```javascript
myTimeline
.add({
targets: '.square',
translateX: 250,
offset: 1000 // Starts at 1000ms
})
.add({
targets: '.circle',
translateX: 250,
offset: 500 // Starts at 500ms
})
.add({
targets: '.triangle',
translateX: 250,
offset: 0 // Starts at 0ms
});
```
➜ [Absolute offset example](http://animejs.com/documentation/absoluteOffset)
## Playback controls
Play, pause, restart, seek animations or timelines.
### Play / Pause
```javascript
var playPauseAnim = anime({
targets: 'div',
translateX: 250,
direction: 'alternate',
loop: true,
autoplay: false // prevent the instance from playing
});
playPauseAnim.play(); // Manually play
playPauseAnim.pause(); // Manually pause
```
➜ [Play / Pause example](http://animejs.com/documentation/#playPause)
### Restart
```javascript
var restartAnim = anime({
targets: 'div',
translateX: 250,
direction: 'alternate',
loop: true,
autoplay: false
});
restartAnim.restart(); // Restart the animation and reset the loop count / current direction
```
➜ [Restart example](http://animejs.com/documentation/#restartAnim)
### Reverse
```javascript
var reverseAnim = anime({
targets: 'div',
translateX: 250,
direction: 'alternate',
loop: true
});
reverseAnim.reverse(); // Change the animation direction
```
➜ [Reverse example](http://animejs.com/documentation/#reverseAnim)
### Seek
Change animations or timelines current time.
```javascript
var seekAnim = anime({
targets: 'div',
translateX: 250,
delay: function(el, i, l) { return i * 100; },
elasticity: 200,
autoplay: false
});
seekAnim.seek(500); // Set the animation current time to 500ms
```
➜ [Seek example](http://animejs.com/documentation/#seekAnim)
## Callbacks
Execute a function at the beginning, during or when an animation or timeline is completed.
| Names | Types | Arguments | Info
| --- | --- | --- | ---
| update | `function`| animation `Object` | Called at time = 0
| begin | `function` | animation `Object` | Called after animation delay is over
| complete | `function` | animation `Object` | Called only after all the loops are completed
➜ [Callbacks examples](http://animejs.com/documentation/#allCallbacks)
### Update
`update()` is called on every frame while the instance is playing.
```javascript
var myAnimation = anime({
targets: '#update .el',
translateX: 250,
delay: 1000,
update: function(anim) {
console.log(anim.currentTime + 'ms'); // Get current animation time with `myAnimation.currentTime`, return value in ms.
console.log(anim.progress + '%'); // Get current animation progress with `myAnimation.progress`, return value in %
}
});
```
➜ [Update example](http://animejs.com/documentation/#update)
### Begin
`begin()` is called once after the delay is finished.
```javascript
var myAnimation = anime({
targets: '#begin .el',
translateX: 250,
delay: 1000,
begin: function(anim) {
console.log(anim.began); // true after 1000ms
}
});
```
Check if the animation has begun with `myAnimation.began`, return `true` or `false`.
➜ [Begin example](http://animejs.com/documentation/#begin)
### Run
`run()` is called every frame after the delay is finished.
```javascript
var myAnimation = anime({
targets: '#run .el',
translateX: 250,
delay: 1000,
run: function(anim) {
console.log(anim.currentTime);
}
});
```
➜ [Run example](http://animejs.com/documentation/#run)
### Complete
`complete()` is called once after the animation is finished.
```javascript
var myAnimation = anime({
targets: '#complete .el',
translateX: 250,
complete: function(anim) {
console.log(anim.completed);
}
});
```
Check if the animation has finished with `myAnimation.completed`, return `true` or `false`.
➜ [Complete example](http://animejs.com/documentation/#complete)
## Promises
`myAnimation.finished` returns a Promise object which will resolve once the animation has finished running.
➜ [Promises example](http://animejs.com/documentation/#finishedPromise)
## SVG
### Motion path
Translate and rotate DOM elements along an SVG path:
```javascript
// Create a path `Object`
var path = anime.path('#motionPath path');
var motionPath = anime({
targets: '#motionPath .el',
translateX: path('x'), // Follow the x values from the path `Object`
translateY: path('y'), // Follow the y values from the path `Object`
rotate: path('angle') // Follow the angle values from the path `Object`
});
```
➜ [Motion path example](http://animejs.com/documentation/#motionPath)
### Morphing
Animate the transition between two SVG shapes:
```html
```
```javascript
var svgAttributes = anime({
targets: '.shape polygon',
points: '64 128 8.574 96 8.574 32 64 0 119.426 32 119.426 96'
});
```
Shapes need to have the same number of points.
➜ [Morphing example](http://animejs.com/documentation/#morphing)
### Line drawing
Line drawing animation of an SVG shape:
```javascript
anime({
targets: '.shape path',
strokeDashoffset: [anime.setDashoffset, 0]
});
```
➜ [Line drawing example](http://animejs.com/documentation/#lineDrawing)
## Easing functions
The `easing` parameter can accept either a string or a custom Bézier curve coordinates (array).
| Types | Examples | Infos
| --- | --- | ---
| String | `'easeOutExpo'` | Built in function names
| `Array` | [.91,-0.54,.29,1.56] | Custom Bézier curve coordinates ([x1, y1, x2, y2])
### Built in functions
Linear easing: `'linear'`
Penner's equations:
| easeIn | easeOut | easeInOut
| --- | --- | ---
| easeInQuad | easeOutQuad | easeInOutQuad |
| easeInCubic | easeOutCubic | easeInOutCubic
| easeInQuart | easeOutQuart | easeInOutQuart
| easeInQuint | easeOutQuint | easeInOutQuint
| easeInSine | easeOutSine | easeInOutSine
| easeInExpo | easeOutExpo | easeInOutExpo
| easeInCirc | easeOutCirc | easeInOutCirc
| easeInBack | easeOutBack | easeInOutBack
| easeInElastic | easeOutElastic | easeInOutElastic
➜ [Built in easing functions examples](http://animejs.com/documentation/#penner)
Usage:
```javascript
anime({
targets: 'div',
translateX: 100,
easing: 'easeOutExpo' // Default 'easeOutElastic'
});
```
Elasticity of Elastic easings can be configured with the `elasticity` parameters:
```javascript
anime({
targets: 'div',
translateX: 100,
easing: 'easeOutElastic',
elasticity: 600 // Default 500, range [0-1000]
});
```
➜ [Elasticity examples](http://animejs.com/documentation/#elasticity)
### Custom Bézier curves
Define a Bézier curve with an `Array` of 4 coordinates:
```javascript
anime({
targets: 'div',
translateX: 100,
easing: [.91,-0.54,.29,1.56]
});
```
Custom Bézier curves coordinates can be generated here
➜ [Custom Bézier curves example](http://animejs.com/documentation/#customBezier)
### Defining custom functions
Expand the built in easing functions from `anime.easings`.
```javascript
// Add custom function
anime.easings['myCustomEasingName'] = function(t) {
return Math.pow(Math.sin(t * 3), 3);
}
// Usage
anime({
targets: 'div',
translateX: 100,
easing: 'myCustomEasingName'
});
// add custom Bézier curve function
anime.easings['myCustomCurve'] = anime.bezier([.91,-0.54,.29,1.56]);
// Usage
anime({
targets: 'div',
translateX: 100,
easing: 'myCustomCurve'
});
```
➜ [Custom easing functions example](http://animejs.com/documentation/#customEasingFunction)
## Helpers
### anime.speed = x
Change all animations speed (from 0 to 1).
```javascript
anime.speed = .5; // Slow down all animations by half of their original speed
```
### anime.running
Return an `Array` of all active Anime instances.
```javascript
anime.running;
```
### anime.remove(target)
Remove one or multiple targets from the animation.
```javascript
anime.remove('.item-2'); // Remove all elements with the class 'item-2'
```
### anime.getValue(target, property)
Get current valid value from an element.
```javascript
anime.getValue('div', 'translateX'); // Return '100px'
```
### anime.path(pathEl)
Create a path Function for motion path animation.
Accepts either a DOM node or CSS selector.
```javascript
var path = anime.path('svg path', 'translateX'); // Return path(attribute)
```
➜ [Motion path example](http://animejs.com/documentation/#motionPath)
### anime.setDashoffset(pathEl)
An helper for line drawing animation.
Sets the 'stroke-dasharray' to the total path length and return its value.
```javascript
anime({
targets: '.shape path',
strokeDashoffset: [anime.setDashoffset, 0]
});
```
➜ [Line drawing example](http://animejs.com/documentation/#lineDrawing)
### anime.easings
Return the complete list of built in easing functions
```javascript
anime.easings;
```
### anime.bezier(x1, x2, y1, y2)
Return a custom Bézier curve easing function
```javascript
anime.bezier(x1, x2, y1, y2); // Return function(t)
```
### anime.timeline()
Create a timeline to synchronise other Anime instances.
```javascript
var timeline = anime.timeline();
timeline.add([instance1, instance2, ...]);
```
➜ [Timeline examples](http://animejs.com/documentation/#basicTimeline)
### anime.random(x, y)
Generate a random number between two numbers.
```javascript
anime.random(10, 40); // Will return a random number between 10 and 40
```
====
[MIT License](LICENSE.md). © 2017 [Julian Garnier](http://juliangarnier.com).
Thanks to [Animate Plus](https://github.com/bendc/animateplus) and [Velocity](https://github.com/julianshapiro/velocity) that inspired `anime.js` API, [BezierEasing](https://github.com/gre/bezier-easing) and [jQuery UI](https://jqueryui.com/) for the easing system. [Tim Branyen](https://github.com/tbranyen) For the Promise implementation.