#Impulse
Create animations that flow naturally from the user's movements.
Rather than animating properties for a set amount of time, impulse takes a start position, end position, and velocity.
##example
var ball = Impulse(document.querySelector('.ball'))
.style({
translate: function(x, y) { return x + 'px, ' + y + 'px' },
})
//set a starting position
ball.position(50, 50)
ball.spring({ tension: 100, damping: 10 })
.to(100, 100).start()
More examples can be found here
##Installation
####Browserify
npm install impulse
####Bower
bower install impulse
Exposes a global called Physics
####Component
component install luster-io/impulse
####Manually
Get build/impulse.js
or build/impulse.min.js
from github.
<script src="/scripts/impulse.js"></script>
Exposes a global called impulse
##High Level Explanation
Calling Impulse
on an element or set of elements returns an Impulse object.
A physics object maintains it's own position and velocity. You can interact
with a Impulse object (drag, pan, etc), and animate it. Animations take
the current position and velocity of the PhysicsObject as a starting point, and
animate to a user defined position.
This makes the animations flow naturally from the user's actions. For example a user can drag an element around. Once they're done dragging, the next animation will start from the position and velocity that they left off.
Documentation can be found here
#Contributing
Bug reports are extremely useful, if you think something's wrong, create an issue.
If there's an interaction you'd like to see, but you don't know if it's possible, please create an issue. Maybe we can find a way to build it!
##LICENSE MIT -- Read LICENCE