Sequencr jQuery Plugin

This jQuery plugin is great for when you want to animate a set of elements in succession, that is, not all at the same time.

Sorry, but my maths isn’t great and I’m not sure what term to use instead of  modifier for overlapping the animations. If anyone knows, please comment and I’ll sort it out.

Thank you to Alan Neville on Twitter, apparently the term I should be using instead of  modifier is  convolution. I will update the code accordingly!

Click here to jump straight to the minified plugin code.


There are no default animations set, you must pass an object literal of animations and their values to the  animations  property.

Animation Time:

Pretty self explanatory, changing the  animationTime  property will change how long each animation will take, in milliseconds. The default is 1000 milliseconds (1 second).


You can choose to have classes added to each element after the animation has finished by adding a string to the  classes property.


The delay before any animations start, in milliseconds. Changed with the  delay property. The default is 0.


The type of easing you want to use, the default is “swing”. Can be used with easing plugins wherever you’d use  easing in a standard jQuery animation.


Previously called the  modifier.

The default setting is to have each element animate once the previous element has finished, but you can change the  convolution value, with 1 being default. Setting convolution:2  will cause the next animation to start when the previous animation is halfway complete, but you can choose any number. The higher the number, the sooner the next animation will start. Choosing  convolution:0 will cause the animations to all fire at the same time.

Time Between:

You can set the time between animations by changing the  timeBetween  property. The default for this is 100, and the value you pass will be in milliseconds.


Plugin code:

Add this to your jQuery/JS file before any code that uses the plugin:

Avoid Logs To The Console Breaking In IE7 & 8

As I’m sure you’re aware, if you try to log to the console in a browser like IE7 or 8 where there is no console like this:

Then it will break your script. Of course, the simple solution to this is to make sure there’s no call to the console object in your code, however during testing this can be quite tedious. At the expense of a few lines of code you can get around this by adding this at the top of your JS file:

Firstly we create a new object called c, and then add a method called log which first checks if the console exists, and then calls the regular console.log() method if it does.

You would use this the same as the console, except it’s a bit quicker to write:

Now if you accidentally, or purposefully, leave that in your code it won’t break IE7 or 8, or any other browser which doesn’t implement the console object. You could of course add other console methods quite easily.

Because I’m lovely, here’s an already minified version of the  c object, so it takes up even less space.

Go forth and log to the console as much as you wish.

Object Literal Delegates

Furthering on from my introduction tutorial to object literals in JavaScript, this is a slightly more advanced tutorial on how to set up delegates. A delegate is essentially a callback that one object can register for, usually receiving data from the object doing the delegating.

In this tutorial, you’ll learn how to:

  • Set up a method to add an infinite number of delegates
  • Set up a method to remove a delegate
  • Send messages to the delegates

Here’s a working example:

If the setup of the objects themselves is confusing then make sure you’ve read my introduction tutorial, but here’s a rundown of what I’ve done:

There are three objects here, the Map object and two other objects which will be a Map delegate. The Map object has a property called  delegates, which will hold an array of all the delegates you add. The Map object also has three methods: .addDelegate(), .removeDelegate() and .sendDataToDelegates(). These are all pretty self-explanatory.

The two delegate objects, MapDelegate and AnotherDelegate both have to implement  .coordinatesChanged() which is a required method because otherwise the script will break when Map tries to call it. You can make a method optional by first checking if it’s defined before calling it for each delegate.

As you can see, the delegate objects both implement the .coordinatesChanged() method, but they do different things with the data (one prints the coordinates to the console, the other alerts the user with a dialog). All they care about is that the coordinates have changed and what the new coordinates are, they do their own thing with the new data.

Object Literals; Something Every New JavaScript Dev Needs To Know

JavaScript is a funny thing, it’s extremely powerful in helping us make amazing and interactive websites (especially coupled with the fantastic jQuery library), but it’s really difficult to keep the code tidy and structured. Enter ‘Object Literals’.

Object literals are essentially a list of key:value pairs. Each key can hold anything as a value, even another object.

Here’s an example of passing another object literal as a value to the  born  key.

Note that the last key:value pair in an object doesn’t have a comma after, if you add a comma it will break the script in some browsers (namely IE).

So you’ve learned about the basics of an object literal, but you need to know how they’re actually useful. You can assign an object literal to a variable: Continue reading “Object Literals; Something Every New JavaScript Dev Needs To Know”