I have a rather interesting issue with SVG animation.
I am animating along a circular path using Raphael
obj = canvas.circle(x, y, size);
path = canvas.circlePath(x, y, radius);
path = canvas.path(path); //generate path from path value string
obj.animateAlong(path, rate, false);
The circlePath method is one I have created myself to generate the circle path in SVG path notation:
Raphael.fn.circlePath = function(x , y, r) {
var s = "M" + x + "," + (y-r) + "A"+r+","+r+",0,1,1,"+(x-0.1)+","+(y-r)+" z";
return s;
}
So far, so good – everything works. I have my object (obj) animating along the circular path.
BUT:
The animation only works if I create the object at the same X, Y coords as the path itself.
If I start the animation from any other coordinates (say, half-way along the path) the object animates in a circle of the correct radius, however it starts the animation from the object X,Y coordinates, rather than along the path as it is displayed visually.
Ideally I would like to be able to stop/start the animation – the same problem occurs on restart. When I stop then restart the animation, it animates in a circle starting from the stopped X,Y.
UPDATE
I created a page that demonstrates the issue:
http://infinity.heroku.com/star_systems/48eff2552eeec9fe56cb9420a2e0fc9a1d3d73fb/demo
Click “start” to start the animation.
When you stop and re-start the animation, it continues from the current circle coords in a circle of the correct dimensions.
The problem is that Raphael has no way of knowing that the circle is already part-way along the path. The “start” function means just that — start an animation. imo it would be broken if it did anything else.
That said, your use case is a valid one, and might warrant another function — a ‘pause’ of some sort. Of course, getting that into trunk would take longer probably than you want to wait.
From the Raphael source code, here’s what happens when you call ‘stop’.
This decrements the total number of animations, and removes that animation from the list. Here’s what the ‘pause’ function might look like:
this saves the animation to be resumed later. then
would unpause. Given scoping conditions, these two functions might need to be injected right into the Raphael source code (it’s core hacking, I know but sometimes there’s no alternative). I would put it right below the “stop” function shown above.
Try that, and tell me how it goes.
====EDIT====
Ok, so it looks like you’ll have to modify the “start” attribute of animationElements[this.id]… something like:
in the pause, and then
on resume.
http://github.com/DmitryBaranovskiy/raphael/blob/master/raphael.js#L3064