<canvas id="image-sequence" width="1158" height="770" />
body {
height: 300vh;
background: #000;
}
canvas {
position: fixed;
left: 50%;
top: 50%;
transform: translate(-50%, -50%);
max-width: 100vw;
max-height: 100vh;
}
// looking for a non-scrubbing version? https://codepen.io/GreenSock/pen/QWYdgjG
let frameCount = 147,
urls = new Array(frameCount).fill().map((o, i) => `https://www.apple.com/105/media/us/airpods-pro/2019/1299e2f5_9206_4470_b28e_08307a42f19b/anim/sequence/large/01-hero-lightpass/${(i+1).toString().padStart(4, '0')}.jpg`);
imageSequence({
urls, // Array of image URLs
canvas: "#image-sequence", // <canvas> object to draw images to
//clear: true, // only necessary if your images contain transparency
//onUpdate: (index, image) => console.log("drew image index", index, ", image:", image),
scrollTrigger: {
start: 0, // start at the very top
end: "max", // entire page
scrub: true, // important!
}
});
/*
Helper function that handles scrubbing through a sequence of images, drawing the appropriate one to the provided canvas.
Config object properties:
- urls [Array]: an Array of image URLs
- canvas [Canvas]: the <canvas> object to draw to
- scrollTrigger [Object]: an optional ScrollTrigger configuration object like {trigger: "#trigger", start: "top top", end: "+=1000", scrub: true, pin: true}
- clear [Boolean]: if true, it'll clear out the canvas before drawing each frame (useful if your images contain transparency)
- paused [Boolean]: true if you'd like the returned animation to be paused initially (this isn't necessary if you're passing in a ScrollTrigger that's scrubbed, but it is helpful if you just want a normal playback animation)
- fps [Number]: optional frames per second - this determines the duration of the returned animation. This doesn't matter if you're using a scrubbed ScrollTrigger. Defaults to 30fps.
- onUpdate [Function]: optional callback for when the Tween updates (probably not used very often). It'll pass two parameters: 1) the index of the image (zero-based), and 2) the Image that was drawn to the canvas
Returns a Tween instance
*/
function imageSequence(config) {
let playhead = {frame: 0},
canvas = gsap.utils.toArray(config.canvas)[0] || console.warn("canvas not defined"),
ctx = canvas.getContext("2d"),
curFrame = -1,
onUpdate = config.onUpdate,
images,
updateImage = function() {
let frame = Math.round(playhead.frame);
if (frame !== curFrame) { // only draw if necessary
config.clear && ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(images[Math.round(playhead.frame)], 0, 0);
curFrame = frame;
onUpdate && onUpdate.call(this, frame, images[frame]);
}
};
images = config.urls.map((url, i) => {
let img = new Image();
img.src = url;
i || (img.onload = updateImage);
return img;
});
return gsap.to(playhead, {
frame: images.length - 1,
ease: "none",
onUpdate: updateImage,
duration: images.length / (config.fps || 30),
paused: !!config.paused,
scrollTrigger: config.scrollTrigger
});
}
This Pen doesn't use any external CSS resources.