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README.md

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My todos and considerations:

Animations

Basic Animations

  • Fade in/out
  • Slide (up, down, left, right)
  • Scale up/down
  • Rotate
  • Skew
  • Bounce
  • Flash
  • Pulse

Complex Animations

  • Path animations
  • Morphing shapes
  • 3D flips and rotations
  • Parallax scrolling
  • Staggered animations (sequential animation of a collection of objects)
  • Spring physics-based animations (with configurable tension, friction)
  • Inertia animations (deceleration after a gesture)
  • Keyframe animations with multiple steps and easing options

Text Animations

  • Typing effect
  • Text fade and slide
  • Shimmering text
  • Text wave

Background and Color Animations

  • Gradient transitions
  • Background position (for parallax effects)
  • Color blending and pulsing

SVG and Canvas Animations

  • SVG path drawing
  • Canvas particle systems
  • Canvas drawing animations (e.g., charts, graphs dynamically drawing)

Gestures

Basic Gestures

  • Tap/Click
  • Double Tap/Double Click
  • Long Press
  • Drag (with direction detection)
  • Swipe (with direction detection)
  • Pinch (Zoom in)
  • Spread (Zoom out)
  • Rotate (multi-touch rotation)

Advanced Gestures

  • Flick (quick swipe with inertia)
  • Pan (drag with more control over start, move, and end points)
  • Pull to refresh
  • Swipe to dismiss
  • Drag to reorder
  • Pinch to close (photo gallery or modal)
  • 3D Touch / Force Press
  • Multi-finger gestures (e.g., two-finger tap, three-finger swipe)

Physics Concepts

Motion Dynamics

  • Velocity
  • Acceleration
  • Deceleration
  • Momentum

Forces

  • Gravity
  • Drag / Air Resistance
  • Applied Force (e.g., user dragging an object)
  • Spring Force (Hooke's law)

Collision Detection

  • Bounding box collision
  • Circle collision
  • Pixel-perfect collision (more complex, used in games)

Rigid Body Dynamics

  • Rotation
  • Torque
  • Angular velocity

Soft Body Dynamics

  • Cloth simulation
  • Fluid dynamics

Miscellaneous Concepts

  • Friction (surface and fluid friction)
  • Tension (in springs and ropes)
  • Elasticity and Bounciness
  • Damping (reducing oscillation in spring animations)
  • Path Following (objects following a predefined path with physics applied)