10 Dec 17

Popmotion 8 upgrade guide

This guide will explain the breaking changes in Popmotion 8 and how to upgrade your project from version 7.

onUpdate and onComplete

The biggest change, from a practical point of view, is the way animations are initialised.

Previously, a tween might have been defined like this:

tween({
  from: 0,
  to: 1,
  onUpdate: (v) => console.log(v)
}).start();

Now, that onUpdate is instead provided to start:

tween({ from: 0, to: 1 })
  .start((v) => console.log(v));

// This is equivalent:
tween({ from: 0, to: 1 })
  .start({
    update: (v) => console.log(v)
  });

Likewise, onComplete also provided to start:

tween({
  from: 0,
  to: 1
}).start({
  update: (v) => console.log(v),
  complete: () => console.log('complete!')
})

Immutable

Each animation, once defined, is immutable. Once start is called, a new instance of that animation is created and executed. Which means you can define an animation once:

const foo = tween({ from: 0, to: 1 });

And use that definition to power multiple animations:

foo.start((v) => console.log('first animation', v));
foo.start((v) => console.log('second animation', v));

Playback controls

This means that stop, and other playback controls, aren’t returned by tween, they’re returned from start:

const myTween = foo.start(console.log);
myTween.stop();

transform property

Previously, there was a transform property available to actions. It accepted a pure function that accepted a value and returned a new one.

In Popmotion, we refer to these as transformers. As the API has evolved, its skewed towards using these pure functions to define functionality. Documents increasingly included references to the pipe transformer, which composes a new transformer from multiple others.

In Popmotion 8, pipe has been promoted to an action method. When used, it returns a new version of that action that pipes all update values through the functions given to pipe:

const double = (v) => v * 2;
const px = (v) => v + 'px';

const foo = tween({ from: 0, to: 1 });
const bar = foo.pipe(double, px);

foo.start(console.log); // Ends with 1
bar.start(console.log); // Ends with '2px'

Chainable

pipe isn’t the only chainable functions available to actions. There’s also while and filter, and an API to add new functions will be available in the near future.

Here’s a listen action, which is our DOM event listener action, that only fires when it detects more than two touches:

listen(document, 'touchstart')
  .filter(({ touches }) => touches.length > 1)
  .start(({ touches }) => {
    console.log(touches.length); // more than 1
  });

value.set

value is now a reaction. Which means you can still pass one to an action like this:

const foo = value(0, console.log);
spring({ to: 300 }).start(foo);

As start accepts reactions either as a function or an object with an update function, value.set() becomes value.update().

getVelocity

Previously, every action has a getVelocity method. In Popmotion 8 I’m attempting to reduce statefulness and move to reactive streams.

value is now the only stateful function to offer a getVelocity function. It’s a special type of reaction that maintains state.

const ball = document.querySelector('#ball');
const ballX = value(0, styler(ball).set('x'));

spring({ to: 400, stiffness: 500 }).start(ballX);

setTimeout(() => console.log(ballX.getVelocity()), 200);

Every animation can handle color

The colorTween animation has been replaced by the capability for every animation to handle colors. Even spring and physics!

So this:

colorTween({ from: '#fff', to: '#000' })

Is now this:

tween({ from: '#fff', to: '#000' })

Every animation can handle arrays and objects

In Popmotion 7, animation of arrays and objects was achieved via the parallel and composite actions respectively.

These functions still exist in order to compose different animations. But when the animations are the same, this syntax has been greatly simplified:

physics({
  from: 0,
  velocity: {
    x: 100,
    y: 200
  }
}).start(console.log) // Receives { x, y }

value can now also be an n-dimensional array or object too, and value.getVelocity will return velocities in the defined format.

stagger

As the update method is bound to an animation only when start is called, stagger now accepts functions that can optionally return a started action. So this:

stagger([
  tween({ onUpdate: (v) => console.log('1st', v) }),
  tween({ onUpdate: (v) => console.log('2nd', v) })
], 50).start();

Becomes:

stagger([
  () => tween().start((v) => console.log('1st', v)),
  () => tween().start((v) => console.log('2nd', v))
], 50).start();

This also means that stagger can iterate over any function, not just animations.

touch is now multitouch

The touch action has been renamed multitouch.

Previously, it provided onUpdate with an array of touches. Now, touches is a property that sits alongside scale and rotate properties:

multitouch().start(({ touches, scale, rotate }) => {});

And the rest

  • physics spring property is now springStrength.
  • physics autoStopSpeed property is now restSpeed.
  • spring restDisplacement property is now restDelta.
  • flow alias for pipe has been removed.
  • add, subtract, divide, multiply, conditional, alpha, percent, degrees, px, rgbUnit, rgba, hex, color, hsla transformers have been removed. Value type transformers like hex can still be accessed from the valueTypes.
  • Render loop function must be imported separately from Framesync