I’m struggling to get my head around such simple Math, well at least it seems it should be simple.
I’m basically trying to mirror what jQuery’s .animate does, but to no luck.
Here’s a simplified version of what I have so far:
var args = {
speed: 1000, // 1 second.
left: 65 // distance.
}, rot, step;
// Terrible math.
rot = step = (((args.left / args.speed) * 10) - 0.10);
var t = setInterval(function() {
if(elem.style.left >= args.left) {
clearInterval(t);
return;
}
rot += step;
elem.style.left = rot;
}, 10);
Please excuse any illogical code (or math), I’ve been messing around for a good few hours and totally lost my sanity.
Edit:
Here’s the way I would do it.
This method has a few advantages. For example, you can adjust the interval to make it more or less smooth, and it won’t mess up the animation.
The reason why your solution was taking longer than one second is because of how you used
setInterval.setIntervaldoesn’t account for the time your code takes to run, so the total time is always increased by a bit. You can fix this by using delta timing (like in my example).