# SVGAPlayer-Web ## Install ### Add CreateJS library ```html ``` ### Prebuild JS 1. Goto [https://github.com/yyued/SVGAPlayer-Web/tree/master/build](https://github.com/yyued/SVGAPlayer-Web/tree/master/build) Download svga.createjs.min.js 2. Add `````` to xxx.html ### NPM 1. ```npm install svgaplayerweb --save``` 2. Add ``` require('svgaplayerweb/build/svga.createjs.min') ``` to ```xxx.js``` ### SVGA-Format 1.x support Both Prebuild & NPM, if you need to support SVGA-Format 1.x, add JSZip script to html. ```html ``` ## Usage ```js var displayObject = new SVGA.CreatejsPlayer('./samples/rose_2.0.0.svga'); displayObject.onError(function(err) { console.error(err) }) displayObject.setFrame(0, 0, 500, 500) var stage = new createjs.Stage('CanvasID'); stage.addChild(displayObject); ``` ### Replace Animation Images Dynamically You can replace specific image by yourself, ask your designer tell you the ImageKey. * The Replacing Image MUST have same WIDTH and HEIGHT as Original. * setImage operation MUST set BEFORE startAnimation. ``` displayObject.setImage('http://yourserver.com/xxx.png', 'ImageKey'); ``` ### Add Text on Animation Image Dynamically You can add text on specific image, ask your designer tell you the ImageKey. * setText operation MUST set BEFORE startAnimation. ``` displayObject.setText('Hello, World!', 'ImageKey'); ``` ``` displayObject.setText({ text: 'Hello, World!, size: "24px", color: "#ffe0a4", offset: {x: 0.0, y: 0.0} }, 'ImageKey'); // customize text styles. ``` ## Classes ### CreatejsPlayer You use SVGA.CreatejsPlayer controls animation play and stop. #### Properties * int loops; - Animation loop count, defaults to 0 means infinity loop. * BOOL clearsAfterStop; - defaults to true, means player will clear all contents after stop. * string fillMode; - defaults to Forward,optional Forward / Backward,fillMode = Forward,Animation will pause on last frame while finished,fillMode = Backward , Animation will pause on first frame. #### Methods * constructor (url: string, autoPlay: boolean); * startAnimation(, reverse: boolean = false); - start animation from zero frame. * startAnimationWithRange(range: {location: number, length: number}, reverse: boolean = false); - start animation in [location, location+length] frame range. * pauseAnimation(); - pause animation on current frame. * stopAnimation(); - stop animation, clear contents while clearsAfterStop === true * setContentMode(mode: "ScaleToFill" | "AspectFill" | "AspectFit"); - Specific Scale Mode * setClipsToBounds(clipsToBounds: boolean); - Clips if image render out of box. * clear(); - force clear contents. * stepToFrame(frame: int, andPlay: Boolean); - stop to specific frame, play animation while andPlay === true * stepToPercentage(percentage: float, andPlay: Boolean); - stop to specific percentage, play animation while andPlay === true * setImage(image: string, forKey: string, transform: [a, b, c, d, tx, ty]); - Replace Animation Images Dynamically, transform is optional, transform could adjust replacing image. * setText(text: string | {text: string, font: string, size: string, color: string, offset: {x: float, y: float}}, forKey: string); - Add Text on Animation Image Dynamically * clearDynamicObjects(); - clear all dynamic objects. #### Callback Method * onError(callback: (error: Error) => void): void; - call after load failure. * onFinished(callback: () => void): void; - call after animation stop. * onFrame(callback: (frame: number): void): void; - call after animation specific frame rendered. * onPercentage(callback: (percentage: number): void): void; - call after animation specific percentage rendered. ## Issues ### Android 4.x Breaks As known, some Android OS lack Blob support, add Blob Polyfill by yourself. ``` ```