Getting Started

Although Rekapi is renderer-agnostic, it's easiest to get started by making a simple <canvas> animation. The first step is to make a new rekapi.Rekapi instance. Canvas animations require a 2D <canvas> context to render to, which gets passed to the rekapi.Rekapi constructor:

import { Rekapi, Actor } from 'rekapi';

const context = document.querySelector('canvas').getContext('2d');
const rekapi = new Rekapi(context);

You now have a rekapi.Rekapi instance, but it won't do anything until you define and add some rekapi.Actors.

Defining actors

Here's the boilerplate for a rekapi.Actor:

const actor = new Actor({

  // Called every frame.  Receives a reference to the canvas context, and the
  // actor's state.
  render: (context, state) => {

  }

});

Here's a more complete example of an actor that renders a circle to the canvas:

const actor = new Actor({
  render: (context, state) => {
    // Rekapi was given a canvas as a context, so `context` here is a
    // CanvasRenderingContext2D.

    context.beginPath();
    context.arc(
      state.x,
      state.y,
      25,
      0,
      Math.PI*2,
      true
    );

    context.fillStyle = '#f0f';
    context.fill();
    context.closePath();
  }
});

The rekapi.Actor's render method can be whatever you want — in this case it's just drawing a circle. The idea is that the context and state parameters are provided by Rekapi on every frame update, and then rendered to the <canvas> by rekapi.Actor#render method.

Now that you have a rekapi.Actor instance, you just need to add it to animation with rekapi.Rekapi#addActor:

rekapi.addActor(actor);

Now you can define some keyframes!

Defining keyframes

A keyframe is a way of saying "at a given point in time, the actor should have a particular state." Let's begin by giving actor a starting keyframe:

actor.keyframe(0, {
  x: 50,
  y: 50
});

rekapi.Actor#keyframe is a method that takes two to three parameters -

  1. Which millisecond on the animation timeline the keyframe should be placed.
  2. An Object whose properties define the state that the actor should have.
  3. A string that specifies which Shifty easing formula to use - "linear" is the default.

The above snippet says, "at zero milliseconds into the animation, place actor at x 50, and y 50. Continuing with that, animate it to another point on the canvas:

actor.keyframe(0, {
    x: 50,
    y: 50
  })
  .keyframe(1000, {
    x: 200,
    y: 100
  }, 'easeOutExpo');

The animation defined here will last one second, as the final keyframe is set at 1000 milliseconds. It will have a nice easeOutExpo ease applied to it, as you can see in the third parameter. Individual tweens (that is, keyframed animation segments) get their easing curves from the keyframe they are animating to, not animating from.

Rekapi inherits all of Shifty's easing functions.

Playing the animation

So now you've set up a sweet animation! Let's run it and see what it looks like:

rekapi.play();

And the animation will just loop continuously. You can also pass a number to rekapi.Rekapi#play to define how many times to play before stopping, like so:

rekapi.play(3);

This will play the animation three times and stop. When an animation stops, it will just sit at the last frame that was rendered. You can control the animation playback with rekapi.Rekapi#pause and rekapi.Rekapi#stop`.

See the Pen Rekapi: Getting started by Jeremy Kahn (@jeremyckahn) on CodePen.