calling a function inside an intersectionObserver - javascript

i just want to call this code as a function inside an IntersectionObserver:
And i want it to be reusable and cleaner, so i could just it anywhere
//I want this to be a function
numbers.forEach((number, index) => {
intervals[index] = setInterval(() => {
if(counters[index] === parseInt(number.dataset.num)){
clearInterval(counters[index]);
} else{
counters[index] += 1;
number.textContent = counters[index] + "%";
svgEl[index].style.strokeDashoffset = Math.floor(472 - 440 * parseFloat(number.dataset.num / 100));
}
}, 20);
});
}
My IntersectionObserver
const animate = new IntersectionObserver(function (entries, animate) {
entries.forEach(entry => {
if(!entry.isIntersecting) {
//function
}
});
});
animate.observe(test);

I don't see the point!
Enclose your function in function name either function... or const...
and call it in intersection observer
function numbersCount(numbers) {
numbers.forEach((number, index) => {
intervals[index] = setInterval(() => {
if(counters[index] === parseInt(number.dataset.num)){
clearInterval(counters[index]);
} else{
counters[index] += 1;
number.textContent = counters[index] + "%";
svgEl[index].style.strokeDashoffset = Math.floor(472 - 440 * parseFloat(number.dataset.num / 100));
}
}, 20);
});
}
}
Now that means that "numbers" is known somewhere!
From what you are showing, I can't guess

Related

How to convert the below JS code to ES6 class code

I am trying to do something with my UI. for that I am trying to convert the below code to ES6 code. Can anyone please help me? I tried from my side. but don't know where I am getting the error.
const progress = document.getElementById('progress')
const prev = document.getElementById('prev')
const next = document.getElementById('next')
const circles = document.querySelectorAll('.circle')
let currentActive = 1
next.addEventListener('click', () => {
currentActive++;
if(currentActive > circles.length) {
currentActive = circles.length
}
update()
})
prev.addEventListener('click', () => {
currentActive--
if(currentActive < 1) {
currentActive = 1
}
update()
})
function update() {
circles.forEach((circle, idx) => {
if(idx < currentActive) {
circle.classList.add('active')
} else {
circle.classList.remove('active')
}
})
const actives = document.querySelectorAll('.active')
progress.style.width = (actives.length - 1) / (circles.length - 1) * 100 + '%'
if(currentActive === 1) {
prev.disabled = true
} else if(currentActive === circles.length) {
next.disabled = true
} else {
prev.disabled = false
next.disabled = false
}
}
please let me know.
class abcd{
}

Intersection observer and Animated Number Counter

The problem with the code below is that the Counters do not stop at the same time. Is there any way to adjust the duration of the Counters? As far as I know, by using animate function JQuery it is possible to adjust the duration, but I wonder how to combine that with Intersection Observer in order to run animated numbers just as they become visible.
const counterElements = document.querySelectorAll(".count");
// Counters
function counter(target, start, stop) {
target.innerText = 0.1;
const counterInterval = setInterval(() => {
start += 0.1;
const valueConverted = (Math.round(start * 100) / 100).toFixed(1);
target.innerText = valueConverted;
if (valueConverted == stop) {
clearInterval(counterInterval);
}
}, 30);
}
function obCallBack(entries) {
entries.forEach((entry) => {
const { target } = entry;
const stopValue = target.innerText;
const startValue = 0;
if (!entry.isIntersecting) return;
counter(target, startValue, stopValue);
counterObserver.unobserve(target);
});
}
const counterObserver = new IntersectionObserver(obCallBack, { threshold: 1 });
counterElements.forEach((counterElem) => counterObserver.observe(counterElem));
.emptyspace{
height:400px;
}
<div class="emptyspace"></div>
<p class="count">5.2</p>
<p class="count">50.9</p>
</div>
You should use a ratio rather than a fixed number.
const speed = 100;
const inc = Number(stop / speed);
const counterElements = document.querySelectorAll(".count");
const speed = 100; // the lower the slower
// Counters
function counter(target, start, stop) {
target.innerText = 0.1;
const counterInterval = setInterval(() => {
const inc = Number(stop / speed);
start += inc;
const valueConverted = (Math.round(start * 100) / 100).toFixed(1);
target.innerText = valueConverted;
if (valueConverted == stop) {
clearInterval(counterInterval);
}
}, 30);
}
function obCallBack(entries) {
entries.forEach((entry) => {
const { target } = entry;
const stopValue = target.innerText;
const startValue = 0;
if (!entry.isIntersecting) return;
counter(target, startValue, stopValue);
counterObserver.unobserve(target);
});
}
const counterObserver = new IntersectionObserver(obCallBack, { threshold: 1 });
counterElements.forEach((counterElem) => counterObserver.observe(counterElem));
.emptyspace{
height:400px;
}
<div class="emptyspace"></div>
<p class="count">5.2</p>
<p class="count">50.9</p>
</div>

Return previous instruction js

I'm building a video game where a spaceship moves with controllers and it must avoid the fireball in order to continue to play. If it collides into the fireball the game must display "Game Over" and restart.
At the beginning of the game, there is an input where the user puts his name. Then there is a countdown and then the game starts. I would like that the user gets back to the countdown instead of the point where he must input his name. Does someone knows how to do this?
Code for input:
<form id="askName" title="Write your name">
<label> Enter your username: </label>
<input id="input" type="text" maxlength="10" autofocus>
<button type="button" onclick="countDown(); return Username()" id="begin-timer">
Submit
</button>
let icon = document.getElementById("icon")
let fireballElement = document.querySelector("#fireball")
var input = document.getElementById("input")
function Username(field) {
field = input.value
if (field == "") { alert("Complete blanks"); return false }
document.getElementById("askName").style.display = "none"
setTimeout(function() {
document.getElementById("name").innerHTML = "Player: " + field
icon.style.display = 'block'
fireballElement.style.display = "block"
checkCollision()
}, 4000)
}
CountDown
var count = 3
function countDown() {
function preventCountFast() {
document.getElementById("count").innerHTML = count
if (count > 0) { count-- }
else {
clearInterval(ncount);
document.getElementById("count").style.display = "none"
}
}
var ncount = setInterval(preventCountFast, 1000)
}
Detect collision when fireball touches spaceship:
function checkCollision() {
var elem = document.getElementById("icon")
var elem2 = document.getElementById("fireball")
if (detectOverlap(elem, elem2) && elem2.getAttribute('hit') == 'false') {
hits++
elem2.setAttribute('hit', true)
//THIS IS WHERE YOU SHOULD LOOK AT
document.querySelector("#stopGame").style.display = "inline"
}
setTimeout(checkCollision, 20)
}
var detectOverlap = (function() {
function getPositions(elem) {
var pos = elem.getBoundingClientRect()
return [[pos.left, pos.right], [pos.top, pos.bottom]]
}
function comparePositions(p1, p2) {
var r1, r2
r1 = p1[0] < p2[0] ? p1 : p2
r2 = p1[0] < p2[0] ? p2 : p1
return r1[1] > r2[0] || r1[0] === r2[0]
}
return function(a, b) {
var pos1 = getPositions(a), pos2 = getPositions(b)
return comparePositions(pos1[0], pos2[0]) && comparePositions(pos1[1], pos2[1])
}
})()
<img src="Photo/fireball.png" id="fireball" style="display:none>
<img src="Photo/Spaceship1.png" id="icon" style="display:none">
<h2 id="stopGame"> Game Over! </h2>
Fireball movement:
function fFireball(offset) {
return Math.floor(Math.random() * (window.innerWidth - offset))
}
let fireball = { x: fFireball(fireballElement.offsetWidth), y: 0 }
const fireLoop = function() {
fireball.y += 1
fireballElement.style.top = fireball.y + 'px'
if (fireball.y > window.innerHeight) {
fireball.x = fFireball(fireballElement.offsetWidth)
fireballElement.style.left = fireball.x + 'px'
fireball.y = 0
fireballElement.setAttribute('hit', false )
}
}
fireballElement.style.left = fireball.x + 'px'
let fireInterval = setInterval(fireLoop, 1000 / 200)
Spaceship movement:
//Spaceship moves into space + prevent going out borders
let hits = 0
let display = document.getElementById("body")
let rect = icon
let pos = { top: 1000, left: 570 }
const keys = {}
window.addEventListener("keydown", function(e) { keys[e.keyCode] = true })
window.addEventListener("keyup" , function(e) { keys[e.keyCode] = false })
const loop = function() {
if (keys[37] || keys[81]) { pos.left -= 10 }
if (keys[39] || keys[68]) { pos.left += 10 }
if (keys[38] || keys[90]) { pos.top -= 10 }
if (keys[40] || keys[83]) { pos.top += 10 }
var owidth = display.offsetWidth
var oheight = display.offsetHeight
var iwidth = rect.offsetWidth
var iheight = rect.offsetHeight
if (pos.left < 0) pos.left = -10
if (pos.top < 0) pos.top = -10
if (pos.left + iwidth >= owidth ) pos.left = owidth - iwidth
if (pos.top + iheight >= oheight) pos.top = oheight- iheight
rect.setAttribute("data", owidth + ":" + oheight)
rect.style.left = pos.left + "px"; rect.style.top = pos.top + "px"
}
let sens = setInterval(loop, 1000 / 60)
Convert your countDown() to this:
function countDown(count) {
function preventCountFast() {
document.getElementById("count").innerHTML = count
document.getElementById("count").style.display = "block"
if (count > 0) { count-- }
else { clearInterval(ncount); document.getElementById("count").style.display = "none" }
}
var ncount = setInterval(preventCountFast, 1000)
}
So, while calling this, always call it as countDown(3) it will be easier. Next, modify your checkCollision() just a bit:
function checkCollision() {
var elem = document.getElementById("icon")
var elem2 = document.getElementById("fireball")
if (detectOverlap(elem, elem2) && elem2.getAttribute('hit') == 'false') {
hits++
elem2.setAttribute('hit', true)
document.querySelector("#stopGame").style.display = "block"
document.querySelector("#stopGame").style.animation = "seconds 5s forwards"
/* Added these three lines so that countDown() is called again if collision
occurs*/
setTimeout(function () {
countDown(5);
}, 2000);
/* End of edit */
}
setTimeout(checkCollision, 1)
}
Create a restart function and call it at the end of checkCollision like below.
function checkCollision() {
var elem = document.getElementById("icon")
var elem2 = document.getElementById("fireball")
if (detectOverlap(elem, elem2) && elem2.getAttribute('hit') == 'false') {
hits++
elem2.setAttribute('hit', true)
document.querySelector("#stopGame").style.display = "block"
document.querySelector("#stopGame").style.animation = "seconds 5s forwards"
// call restart at end of game
restart();
return;
}
setTimeout(checkCollision, 1)
}
function restart() {
// clear fireball animation
clearInterval(fireInterval);
count = 3;
let countElement = document.getElementById("count");
let stopGame = document.querySelector("#stopGame");
// show game over for 3 seconds to user
setTimeout(function () {
stopGame.style.animation = "";
stopGame.style.display = icon.style.display = fireballElement.style.display =
"none";
countElement.innerHTML = "";
countElement.style.display = "block";
countElement.style.transform = "scale(1)";
// allow count rerender
setTimeout(function () {
fireballElement.setAttribute("hit", false);
countDown();
// wait for count down to be over
setTimeout(function () {
// reset player position
pos.left = display.offsetWidth / 2;
pos.top = display.offsetHeight;
icon.style.display = "block";
// reset fireball position
fireball = { x: fFireball(display.offsetWidth / 2), y: 0 };
fireballElement.style.top = fireball.y + "px";
fireballElement.style.left = fireball.x + "px";
fireballElement.style.display = "block";
clearInterval(sens);
// restart loop list
sens = setInterval(loop, 1000 / 60);
fireInterval = setInterval(fireLoop, 1000 / 200);
checkCollision();
}, 4000);
}, 1000);
}, 3000);
}
Separate logic from presentation
The reason why you encountered this problem is that your code is tightly coupled to the presentation (DOM), and makes use of the global scope.
Your game logic should be separated from the presentation - DOM is basically an I/O device. Otherwise you tie yourself to a particular implementation (imagine refactoring this to a React application or using Material design, etc).
The principle is called "separation of concerns" (or SoC), and is a well-known principle of software design that will serve you well in the future.
Part 1. Counter
If you rely on a global variable like count to launch the timer, you will inevitably encounter issues with resetting it - make the state internal and only pass in configuration (start, end, and what to do on each step).
function getCounter({
init = 3,
onEnd = () => {},
onStep = () => {},
until = 0
} = {}) {
let curr = init;
return {
interval : null,
start() {
this.interval = setInterval(() => {
onStep(this, curr--);
const shouldStop = until === curr;
shouldStop && this.stop();
}, 1e3);
},
stop() {
const { interval } = this;
clearInterval(interval);
onEnd();
}
};
}
const counter = getCounter({
onStep : (counter, curr) => console.log(curr),
onEnd : () => console.log("ended")
});
counter.start();
Part 2. Game Over
Instead of controlling the UI upon collision, control what should happen, and defer coupling to a particular API:
const detectOverlap = () => !!Math.floor( Math.random() * 8 ); //mock for testing
const checkCollision = ({
obj1,
obj2,
interval = 20,
curHits = 0,
maxHits = 0,
onMiss,
onHit,
onGameOver
}) => {
const isHit = detectOverlap(obj1, obj2);
isHit && curHits++;
const hitOrMissConfig = {
curHits,
maxHits,
obj1,
obj2
};
isHit ? onHit(hitOrMissConfig) : onMiss(hitOrMissConfig);
const timeout = setTimeout(
() => checkCollision({
obj1, obj2, interval,
curHits, maxHits,
onHit, onMiss, onGameOver
}),
interval
);
if (curHits >= maxHits) {
clearTimeout(timeout);
return onGameOver();
}
};
const obj1 = { id : 1 };
const obj2 = { id : 2 };
const onHit = () => console.log("hit!");
const onMiss = () => console.log("miss!");
const onGameOver = () => console.log("game over!");
checkCollision({ obj1, obj2, onHit, onMiss, onGameOver, maxHits : 8 });
Part 3. Start logic
Instead of starting the game from the name form, you should encapsulate your logic and call it as a callback - this way you will have control over when to initiate the name form, countdown or anything else:
const loadForm = ({ parent = document.body, defaultUname, onSubmit } = {}) => {
const form = document.createElement("form");
const input = document.createElement("input");
input.name = "name";
input.type = "text";
input.value = defaultUname;
const start = document.createElement("button");
start.type = "button";
start.innerText = "Start";
form.append(input, start);
parent.append(form);
start.addEventListener("click", (event) => {
onSubmit({ name : input.value, firstTime : false });
form.remove();
});
};
//mocks for testing
const checkCollision = () => console.log("checking collision");
const countDown = (init) => {
if(init) {
console.log(init);
setTimeout(() => countDown(--init), 1e3);
}
};
const startGame = ({ name = "Player 1", firstTime = true } = {}) => {
let restarted = false;
if(!restarted && firstTime) {
return loadForm({
defaultUname : name,
onSubmit : startGame
});
}
countDown(3);
};
startGame();
All Steps combined
You will have to implement the UI handling, guards against no name, and connect collision detection, but this should take care of all the core logic. You might also want to make your fireball and spaceship proper JavaScript objects, and not impose logic on DOM elements for the reasons stated above.
function getCounter({
init = 3,
onEnd = () => {},
onStep = () => {},
until = 0
} = {}) {
let curr = init;
return {
interval : null,
start() {
this.interval = setInterval(() => {
onStep(this, curr--);
const shouldStop = until === curr;
shouldStop && this.stop();
}, 1e3);
},
stop() {
const { interval } = this;
clearInterval(interval);
onEnd();
}
};
}
const detectOverlap = () => !!Math.floor(Math.random() * 4); //mock for testing
const checkCollision = ({
obj1,
obj2,
interval = 20,
curHits = 0,
maxHits = 0,
onMiss,
onHit,
onGameOver
}) => {
const isHit = detectOverlap(obj1, obj2);
isHit && curHits++;
const hitOrMissConfig = {
curHits,
maxHits,
obj1,
obj2
};
isHit ? onHit(hitOrMissConfig) : onMiss(hitOrMissConfig);
const timeout = setTimeout(
() => checkCollision({
obj1, obj2, interval,
curHits, maxHits,
onHit, onMiss, onGameOver
}),
interval
);
if (curHits >= maxHits) {
clearTimeout(timeout);
return onGameOver();
}
};
const loadForm = ({
parent = document.body,
defaultUname,
onSubmit
} = {}) => {
const form = document.createElement("form");
const input = document.createElement("input");
input.name = "name";
input.type = "text";
input.value = defaultUname;
const start = document.createElement("button");
start.type = "button";
start.innerText = "Start";
form.append(input, start);
parent.append(form);
start.addEventListener("click", (event) => {
onSubmit({
name: input.value,
firstTime: false
});
form.remove();
});
};
const startGame = ({
name = "Player 1",
firstTime = true
} = {}) => {
if (firstTime) {
return loadForm({
defaultUname: name,
onSubmit: startGame
});
}
console.log(`Get ready, ${name}`);
const counter = getCounter({
onStep : (_,count) => console.log(count),
onEnd : () => checkCollision({
interval : 1e2,
maxHits : 8,
obj1 : { id : 1 },
obj2 : { id : 2 },
onHit : () => console.log("hit!"),
onMiss : () => console.log("miss!"),
onGameOver : () => {
console.log("game over!");
startGame({ name, firstTime : false });
}
})
});
counter.start();
};
startGame();
Useful Resources
How I separate logic from presentation?

unsubscribe is not a function in an observable

I have a function that should be a base for a stopwatch. It returns some values for different methods. I use a subscribtion for an observable there, and I want to unsubscribe from it when my timer is stopped, but it returns an error "TypeError: this.customIntervalObservable.unsubscribe is not a function"
What might be the problem and how can I fix it?
My observable code:
customIntervalObservable = Observable.create((observer) => {
let count = 0;
setInterval(() => {
observer.next(count);
count = count + this.deg;
}, 1000);
});
My method code is:
stopWatch(isSubscribed) {
if (isSubscribed) {
this.customIntervalObservable.subscribe((sec) => {
this.ss = sec;
this.getSeconds(this.ss);
if (this.ss / (60 * this.deg) === 1) {
this.ss = 0;
this.mm = this.mm + 6;
this.getMinutes(this.mm);
if (this.mm / (60 * this.deg) === 1) {
this.mm = 0;
this.hh = this.hh + 6;
this.getHours(this.hh);
}
}
});
} else {
this.customIntervalObservable.unsubscribe();
}
}
You can't unsubscribe an Observable, just a Subscription.
First, get a reference to that subscription:
stopWatch(isSubscribed) {
if (isSubscribed) {
this.subscription = this.customIntervalObservable.subscribe(...)
...
}
}
Then, in the else-path, you can write:
else {
this.subscription.unsubscribe();
}

The same function called twice with different parameters but only last is executed

I have 2 divs witch I need to animate:
<div class="d"></div>
<div class="p"></div>
Width of first div should become 70% and width of second div should become 30%. But when I'am trying to animate one div after another, calling at first function for 70% and then function for 30%, width of both of them become 30%.
Javascript code:
Anim({
target: document.getElementsByClassName('d')[0],
drawFunc: (progress, element) => {
element.style.width = (progress * 70) + '%';
}
});
Anim({
target: document.getElementsByClassName('p')[0],
drawFunc: (progress, element) => {
element.style.width = (progress * 30) + '%';
}
});
I don't understand why this is happening and how to make both functions work correctly.
Code snippet if needed:
(() => {
"use strict";
const init = (params) => {
const start = performance.now();
const element = params.target || null;
requestAnimationFrame(function animate(time) {
let timeFraction = (time - start) / params.duration;
if (timeFraction > 1) {
timeFraction = 1;
}
const progress = params.timingFunc(timeFraction, params.timingArg);
params.drawFunc(progress, element);
if (timeFraction < 1) {
requestAnimationFrame(animate);
}
if (params.callback) {
if (timeFraction >= 1) {
params.callback();
}
}
});
};
const timingFunctions = {
linear: (timeFraction) => {
return timeFraction;
}
};
const paces = {
easeIn: (func) => {
return timingFunctions[func];
}
};
const defaultParams = {
duration: 1000,
timingFunc: paces.easeIn('linear'),
timingArg: null,
delay: null,
callback: null
};
const makeParams = (def, add) => {
let params = def;
if (add) {
for (let i in add) {
if (Object.prototype.hasOwnProperty.call(add, i)) {
params[i] = add[i];
}
}
}
return params;
};
function Anim(paramArgs) {
const params = makeParams(defaultParams, paramArgs);
if ('timingFunc' in paramArgs) {
params.timingFunc = (typeof paramArgs.timingFunc === 'function') ? paramArgs.timingFunc : paces[paramArgs.timingFunc.pace](paramArgs.timingFunc.func);
}
if (!params.delay) {
init(params);
} else {
setTimeout(() => {
init(params);
}, params.delay);
}
}
window.Anim = Anim;
})();
Anim({
target: document.getElementsByClassName('d')[0],
drawFunc: (progress, element) => {
element.style.width = (progress * 70) + '%';
}
});
Anim({
target: document.getElementsByClassName('p')[0],
drawFunc: (progress, element) => {
element.style.width = (progress * 30) + '%';
}
});
.d, .p {
background-color: red;
height: 50px;
width: 0;
margin-top: 10px;
}
<div class="d"></div>
<div class="p"></div>
The problem is that both Anim calls have the same params object. Both params objects have the same exact callback drawFunc.
Why? Because in makeParams you are doing this:
let params = def;
Then you assign to params which in turn alters the original defaultParams (aliased here as def). When the second function calls Anim, the callback drawFunc of this second call gets assigned to the defaultParams object. Since all params objects are basically a reference to defaultParams, they get altered too, and the callback of the last call to Anim gets assigned to all of them.
To fix this, just clone def using Object.assign:
let params = Object.assign({}, def);
Side note: The target property is also altered in the params object, but before it changes, it gets assigned to a new variable inside init:
const element = params.target || null;
Thus, even though it changes in the params object, you don't really notice because all subsequent code uses the variable element instead of params.target.
Working code:
(() => {
"use strict";
const init = (params) => {
const start = performance.now();
const element = params.target || null;
requestAnimationFrame(function animate(time) {
let timeFraction = (time - start) / params.duration;
if (timeFraction > 1) {
timeFraction = 1;
}
const progress = params.timingFunc(timeFraction, params.timingArg);
params.drawFunc(progress, element);
if (timeFraction < 1) {
requestAnimationFrame(animate);
}
if (params.callback) {
if (timeFraction >= 1) {
params.callback();
}
}
});
};
const timingFunctions = {
linear: (timeFraction) => {
return timeFraction;
}
};
const paces = {
easeIn: (func) => {
return timingFunctions[func];
}
};
const defaultParams = {
duration: 1000,
timingFunc: paces.easeIn('linear'),
timingArg: null,
delay: null,
callback: null
};
const makeParams = (def, add) => {
let params = Object.assign({}, def);
if (add) {
for (let i in add) {
if (Object.prototype.hasOwnProperty.call(add, i)) {
params[i] = add[i];
}
}
}
return params;
};
function Anim(paramArgs) {
const params = makeParams(defaultParams, paramArgs);
if ('timingFunc' in paramArgs) {
params.timingFunc = (typeof paramArgs.timingFunc === 'function') ? paramArgs.timingFunc : paces[paramArgs.timingFunc.pace](paramArgs.timingFunc.func);
}
if (!params.delay) {
init(params);
} else {
setTimeout(() => {
init(params);
}, params.delay);
}
}
window.Anim = Anim;
})();
Anim({
target: document.getElementsByClassName('d')[0],
drawFunc: (progress, element) => {
element.style.width = (progress * 70) + '%';
}
});
Anim({
target: document.getElementsByClassName('p')[0],
drawFunc: (progress, element) => {
element.style.width = (progress * 30) + '%';
}
});
.d, .p {
background-color: red;
height: 50px;
width: 0;
margin-top: 10px;
}
<div class="d"></div>
<div class="p"></div>
Related issue: How do I correctly clone a JavaScript object?

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