jQuery code works on desktop, not in Android - javascript

My code moves a picture inside the div using the mouse. It works in a web browser on Windows. How can I change it so that it works in Android?
$(document).ready(function() {
var $bg = $('.bg-img'),
//data = $('#data')[0],
elbounds = {
w: parseInt($bg.width()),
h: parseInt($bg.height())
},
bounds = {
w: 1920 - elbounds.w,
h: 1080 - elbounds.h
},
origin = {
x: 0,
y: 0
},
start = {
x: 0,
y: 0
},
movecontinue = false;
function move(e) {
var inbounds = {
x: false,
y: false
},
offset = {
x: start.x - (origin.x - e.clientX),
y: start.y - (origin.y - e.clientY)
};
//data.value = 'X: ' + offset.x + ', Y: ' + offset.y;
inbounds.x = offset.x < 0 && (offset.x * -1) < bounds.w;
inbounds.y = offset.y < 0 && (offset.y * -1) < bounds.h;
if (movecontinue && inbounds.x && inbounds.y) {
start.x = offset.x;
start.y = offset.y;
$(this).css('background-position', start.x + 'px ' + start.y + 'px');
}
origin.x = e.clientX;
origin.y = e.clientY;
e.stopPropagation();
return false;
}
function handle(e) {
movecontinue = false;
$bg.unbind('mousemove', move);
if (e.type == 'mousedown') {
origin.x = e.clientX;
origin.y = e.clientY;
movecontinue = true;
$bg.bind('mousemove', move);
} else {
$(document.body).focus();
}
e.stopPropagation();
return false;
}
function reset() {
start = {
x: 0,
y: 0
};
$(this).css('backgroundPosition', '0 0');
}
$bg.bind('mousedown mouseup mouseleave', handle);
$bg.bind('dblclick', reset);
});
div.bg-img {
background-image: url(https://wallpapershome.com/images/pages/pic_h/23843.jpeg);
background-position: 0 0;
background-repeat: no-repeat;
background-color: blue;
border: 1px solid #aaa;
position: fixed;
top: 0;
left: 0;
bottom: 0;
right: 0;
overflow: auto;
}
<script type="text/javascript" src="//ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js"></script>
<div class="bg-img"></div>

Related

Collision detection not working as intended (Arrays, Javascript)

Ill start off by saying im not the best at explaining.
I have attached 2 images to help explain with my problem.
The problem is that the 'player' is colliding with the 'square 2' X position, when it is clearly not in range of the Y position. The green line shows where the player is colliding and stopping, (stopping as in if you hit a wall, you would stop). In image 2, below the black line, is the expected outcome, how do I achieve this? (Scroll for code)
Just in case you need to know, the enemy/player is 50x50px, the rectangle is 70x150px
My Code (JS):
blockX.forEach(blockX => { // left and right collision
blockY.forEach(blockY => {
if (enemy.y + enemy.h >= blockY && enemy.y <= blockY + rect.h) {
if (enemy.x + enemy.w >= blockX) {
if (enemy.x <= blockX + enemy.w) {
enemy.x = blockX - enemy.w
}
}
if (enemy.x <= blockX + rect.w + 13) {
if (enemy.x + enemy.w >= blockX) {
enemy.x = blockX + rect.w + 13
}
}
}
})
})
First of all, you can simplify the code by resetting collision.cr at the beginning of the function, and then all you have to do is set it to true once if met condition, no need for any else
Second, you should have a single condition, that checks both x and y coordinates, not two separates (which by the way, in your code the second condition WILL overwrite previous condition's result, because of the else)
const elPlayer = document.getElementById("player");
const enemies = [
{
x: 100,
y: 34,
w: 100,
h: 150
},
{
x: 300,
y: 34,
w: 100,
h: 150
},
{
x: 140,
y: 54,
w: 100,
h: 50
}
];
window.addEventListener("mousemove", e =>
{
const player = {
x: e.x,
y: e.y,
w: 20,
h: 20
}
//colistion detection
for(let i = 0; i < enemies.length; i++)
{
const enemy = enemies[i];
const collide = (enemy.x < player.x + player.w &&
enemy.x + enemy.w > player.x &&
enemy.y < player.y + player.h &&
enemy.y + enemy.h > player.y)
elPlayer.classList.toggle("collide", collide);
if (collide)
break;
}
elPlayer.style.top = player.y + "px";
elPlayer.style.left = player.x + "px";
});
[...document.querySelectorAll(".enemy")].forEach((enemy, i) =>
{
enemy.style.left = enemies[i].x + "px";
enemy.style.top = enemies[i].y + "px";
enemy.style.width = enemies[i].w + "px";
enemy.style.height = enemies[i].h + "px";
});
.enemy
{
position: absolute;
background-color: pink;
border: 1px solid black;
}
#player
{
position: absolute;
width: 20px;
height: 20px;
background-color: green;
border: 1px solid black;
}
#player.collide
{
background-color: red;
}
<div class="enemy"></div>
<div class="enemy"></div>
<div class="enemy"></div>
<div id="player"></div>

How to save the object size and dragging position on every reloading in using JS or JQuery

I make an object which has drag and resize. But I want this object dimension and position changes saved on the same where I left. Whenever I open the or reload the page I want the object position and resizing saved wherever I left last time.
How can I do this?
HTML Code is
<div id="pane">
<div id="title">Resize, Drag or Snap Me!</div>
</div>
<div id="ghostpane"></div>
CSS Code is
body {
overflow: hidden;
}
#pane {
position: absolute;
width: 45%;
height: 45%;
top: 20%;
left: 20%;
margin: 0;
padding: 0;
z-index: 99;
border: 2px solid purple;
background: #fefefe;
}
#title {
font-family: monospace;
background: purple;
color: white;
font-size: 24px;
height: 30px;
text-align: center;
}
#ghostpane {
background: #999;
opacity: 0.2;
width: 45%;
height: 45%;
top: 20%;
left: 20%;
position: absolute;
margin: 0;
padding: 0;
z-index: 98;
-webkit-transition: all 0.25s ease-in-out;
-moz-transition: all 0.25s ease-in-out;
-ms-transition: all 0.25s ease-in-out;
-o-transition: all 0.25s ease-in-out;
transition: all 0.25s ease-in-out;
}
JS Code is
"use strict";
// Minimum resizable area
var minWidth = 60;
var minHeight = 40;
// Thresholds
var FULLSCREEN_MARGINS = -10;
var MARGINS = 4;
// End of what's configurable.
var clicked = null;
var onRightEdge, onBottomEdge, onLeftEdge, onTopEdge;
var rightScreenEdge, bottomScreenEdge;
var preSnapped;
var b, x, y;
var redraw = false;
var pane = document.getElementById('pane');
var ghostpane = document.getElementById('ghostpane');
function setBounds(element, x, y, w, h) {
element.style.left = x + 'px';
element.style.top = y + 'px';
element.style.width = w + 'px';
element.style.height = h + 'px';
}
function hintHide() {
setBounds(ghostpane, b.left, b.top, b.width, b.height);
ghostpane.style.opacity = 0;
// var b = ghostpane.getBoundingClientRect();
// ghostpane.style.top = b.top + b.height / 2;
// ghostpane.style.left = b.left + b.width / 2;
// ghostpane.style.width = 0;
// ghostpane.style.height = 0;
}
// Mouse events
pane.addEventListener('mousedown', onMouseDown);
document.addEventListener('mousemove', onMove);
document.addEventListener('mouseup', onUp);
// Touch events
pane.addEventListener('touchstart', onTouchDown);
document.addEventListener('touchmove', onTouchMove);
document.addEventListener('touchend', onTouchEnd);
function onTouchDown(e) {
onDown(e.touches[0]);
e.preventDefault();
}
function onTouchMove(e) {
onMove(e.touches[0]);
}
function onTouchEnd(e) {
if (e.touches.length ==0) onUp(e.changedTouches[0]);
}
function onMouseDown(e) {
onDown(e);
e.preventDefault();
}
function onDown(e) {
calc(e);
var isResizing = onRightEdge || onBottomEdge || onTopEdge || onLeftEdge;
clicked = {
x: x,
y: y,
cx: e.clientX,
cy: e.clientY,
w: b.width,
h: b.height,
isResizing: isResizing,
isMoving: !isResizing && canMove(),
onTopEdge: onTopEdge,
onLeftEdge: onLeftEdge,
onRightEdge: onRightEdge,
onBottomEdge: onBottomEdge
};
}
function canMove() {
return x > 0 && x < b.width && y > 0 && y < b.height
&& y < 30;
}
function calc(e) {
b = pane.getBoundingClientRect();
x = e.clientX - b.left;
y = e.clientY - b.top;
onTopEdge = y < MARGINS;
onLeftEdge = x < MARGINS;
onRightEdge = x >= b.width - MARGINS;
onBottomEdge = y >= b.height - MARGINS;
rightScreenEdge = window.innerWidth - MARGINS;
bottomScreenEdge = window.innerHeight - MARGINS;
}
var e;
function onMove(ee) {
calc(ee);
e = ee;
redraw = true;
}
function animate() {
requestAnimationFrame(animate);
if (!redraw) return;
redraw = false;
if (clicked && clicked.isResizing) {
if (clicked.onRightEdge) pane.style.width = Math.max(x, minWidth) + 'px';
if (clicked.onBottomEdge) pane.style.height = Math.max(y, minHeight) + 'px';
if (clicked.onLeftEdge) {
var currentWidth = Math.max(clicked.cx - e.clientX + clicked.w, minWidth);
if (currentWidth > minWidth) {
pane.style.width = currentWidth + 'px';
pane.style.left = e.clientX + 'px';
}
}
if (clicked.onTopEdge) {
var currentHeight = Math.max(clicked.cy - e.clientY + clicked.h, minHeight);
if (currentHeight > minHeight) {
pane.style.height = currentHeight + 'px';
pane.style.top = e.clientY + 'px';
}
}
hintHide();
return;
}
if (clicked && clicked.isMoving) {
if (b.top < FULLSCREEN_MARGINS || b.left < FULLSCREEN_MARGINS || b.right > window.innerWidth - FULLSCREEN_MARGINS || b.bottom > window.innerHeight - FULLSCREEN_MARGINS) {
// hintFull();
setBounds(ghostpane, 0, 0, window.innerWidth, window.innerHeight);
ghostpane.style.opacity = 0.2;
} else if (b.top < MARGINS) {
// hintTop();
setBounds(ghostpane, 0, 0, window.innerWidth, window.innerHeight / 2);
ghostpane.style.opacity = 0.2;
} else if (b.left < MARGINS) {
// hintLeft();
setBounds(ghostpane, 0, 0, window.innerWidth / 2, window.innerHeight);
ghostpane.style.opacity = 0.2;
} else if (b.right > rightScreenEdge) {
// hintRight();
setBounds(ghostpane, window.innerWidth / 2, 0, window.innerWidth / 2, window.innerHeight);
ghostpane.style.opacity = 0.2;
} else if (b.bottom > bottomScreenEdge) {
// hintBottom();
setBounds(ghostpane, 0, window.innerHeight / 2, window.innerWidth, window.innerWidth / 2);
ghostpane.style.opacity = 0.2;
} else {
hintHide();
}
if (preSnapped) {
setBounds(pane,
e.clientX - preSnapped.width / 2,
e.clientY - Math.min(clicked.y, preSnapped.height),
preSnapped.width,
preSnapped.height
);
return;
}
// moving
pane.style.top = (e.clientY - clicked.y) + 'px';
pane.style.left = (e.clientX - clicked.x) + 'px';
return;
}
// This code executes when the mouse moves without clicking
// style cursor
if (onRightEdge && onBottomEdge || onLeftEdge && onTopEdge) {
pane.style.cursor = 'nwse-resize';
} else if (onRightEdge && onTopEdge || onBottomEdge && onLeftEdge) {
pane.style.cursor = 'nesw-resize';
} else if (onRightEdge || onLeftEdge) {
pane.style.cursor = 'ew-resize';
} else if (onBottomEdge || onTopEdge) {
pane.style.cursor = 'ns-resize';
} else if (canMove()) {
pane.style.cursor = 'move';
} else {
pane.style.cursor = 'default';
}
}
animate();
function onUp(e) {
calc(e);
if (clicked && clicked.isMoving) {
// Snap
var snapped = {
width: b.width,
height: b.height
};
if (b.top < FULLSCREEN_MARGINS || b.left < FULLSCREEN_MARGINS || b.right > window.innerWidth - FULLSCREEN_MARGINS || b.bottom > window.innerHeight - FULLSCREEN_MARGINS) {
// hintFull();
setBounds(pane, 0, 0, window.innerWidth, window.innerHeight);
preSnapped = snapped;
} else if (b.top < MARGINS) {
// hintTop();
setBounds(pane, 0, 0, window.innerWidth, window.innerHeight / 2);
preSnapped = snapped;
} else if (b.left < MARGINS) {
// hintLeft();
setBounds(pane, 0, 0, window.innerWidth / 2, window.innerHeight);
preSnapped = snapped;
} else if (b.right > rightScreenEdge) {
// hintRight();
setBounds(pane, window.innerWidth / 2, 0, window.innerWidth / 2, window.innerHeight);
preSnapped = snapped;
} else if (b.bottom > bottomScreenEdge) {
// hintBottom();
setBounds(pane, 0, window.innerHeight / 2, window.innerWidth, window.innerWidth / 2);
preSnapped = snapped;
} else {
preSnapped = null;
}
hintHide();
}
clicked = null;
}
Demo Testing link
Use sessionStorage or localStorage

Javascript draggable div background

I got a little problem, I tried to modify the code for like one day.. without success.
The problem is that:
Draggable works good, I can drag without problem the image.. but it goes even further the image make me see the blue of background color.
I know right is a problem about bounds, but I really don't know to.. resolve that problem, I tried to grab X and Y from Image but without success.
$(document).ready(function(){
var $bg = $('.bg-img'),
data = $('#data')[0],
elbounds = {
w: parseInt($bg.width()),
h: parseInt($bg.height())
},
bounds = {w: 2350 - elbounds.w, h: 1750 - elbounds.h},
origin = {x: 0, y: 0},
start = {x: 0, y: 0},
movecontinue = false;
function move (e){
var inbounds = {x: false, y: false},
offset = {
x: start.x - (origin.x - e.clientX),
y: start.y - (origin.y - e.clientY)
};
data.value = 'X: ' + offset.x + ', Y: ' + offset.y;
inbounds.x = offset.x < 0 && (offset.x * -1) < bounds.w;
inbounds.y = offset.y < 0 && (offset.y * -1) < bounds.h;
if (movecontinue && inbounds.x && inbounds.y) {
start.x = offset.x;
start.y = offset.y;
$(this).css('background-position', start.x + 'px ' + start.y + 'px');
}
origin.x = e.clientX;
origin.y = e.clientY;
e.stopPropagation();
return false;
}
function handle (e){
movecontinue = false;
$bg.unbind('mousemove', move);
if (e.type == 'mousedown') {
origin.x = e.clientX;
origin.y = e.clientY;
movecontinue = true;
$bg.bind('mousemove', move);
} else {
$(document.body).focus();
}
e.stopPropagation();
return false;
}
function reset (){
start = {x: 0, y: 0};
$(this).css('backgroundPosition', '0 0');
}
$bg.bind('mousedown mouseup mouseleave', handle);
$bg.bind('dblclick', reset);
});
Example code: https://jsfiddle.net/zt1jjzqL/3/
Here I only modify a couple of things;
New function to calculate image dimensions
Calculate the most Left and Up the image can move.
limit the movement up and left with those.
$(document).ready(function() {
var $bg = $('.bg-img'),
data = $('#data')[0],
elbounds = {
w: parseInt($bg.width()),
h: parseInt($bg.height())
},
bounds = {
w: 2350 - elbounds.w,
h: 1750 - elbounds.h
},
origin = {
x: 0,
y: 0
},
start = {
x: 0,
y: 0
},
movecontinue = false;
bgSize($bg, function(w, h) { //act on and store the most up and left
console.log(`image dimensions => width:${w}, height:${h}`);
$bg.data("mostleft", (elbounds.w * -1) + w);
$bg.data("mostup", (elbounds.h * -1) + h);
});
function move(e) {
var inbounds = {
x: false,
y: false
},
offset = {
x: start.x - (origin.x - e.clientX),
y: start.y - (origin.y - e.clientY)
};
data.value = 'X: ' + offset.x + ', Y: ' + offset.y;
inbounds.x = offset.x < 0 && (offset.x * -1) < bounds.w;
inbounds.y = offset.y < 0 && (offset.y * -1) < bounds.h;
if (movecontinue && inbounds.x && inbounds.y) {
// ensure that up and left are limited appropriately
start.x = offset.x < ($bg.data("mostleft") * -1) ? ($bg.data("mostleft") * -1) : offset.x;
start.y = offset.y < ($bg.data("mostup") * -1) ? ($bg.data("mostup") * -1) : offset.y;
$(this).css('background-position', start.x + 'px ' + start.y + 'px');
}
origin.x = e.clientX;
origin.y = e.clientY;
e.stopPropagation();
return false;
}
function handle(e) {
movecontinue = false;
$bg.unbind('mousemove', move);
if (e.type == 'mousedown') {
origin.x = e.clientX;
origin.y = e.clientY;
movecontinue = true;
$bg.bind('mousemove', move);
} else {
$(document.body).focus();
}
e.stopPropagation();
return false;
}
function reset() {
start = {
x: 0,
y: 0
};
$(this).css('backgroundPosition', '0 0');
}
$bg.bind('mousedown mouseup mouseleave', handle);
$bg.bind('dblclick', reset);
});
//function to accurately calculate image size.
function bgSize($el, cb) {
$('<img />')
.load(function() {
cb(this.width, this.height);
})
.attr('src', $el.css('background-image').match(/^url\("?(.+?)"?\)$/)[1]);
}
div.bg-img {
background-image: url(http://i.imgur.com/ZCDMWnX.gif);
background-position: 0 0;
background-repeat: no-repeat;
background-color: blue;
border: 1px solid #aaa;
width: 500px;
height: 250px;
margin: 25px auto;
}
p,
#data {
text-align: center;
}
#data {
background: red;
font-weight: bold;
color: white;
padding: 5px;
font-size: 1.4em;
border: 1px solid #ddd;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class="bg-img"></div>
<p>
<input type="text" id="data" />
</p>

Drawing a scalloped rectangle

I am trying to draw a scalloped rectangle with mouse like in below image
I am able to draw rectangle with code below
function Rectangle(start, end) {
var w = (end.x - start.x);
var h = (end.y - start.y);
return ["M", start.x, start.y, "L", (start.x + w), start.y, "L", start.x + w, start.y + h, "L", start.x, start.y + h, "L", start.x, start.y].join(' ');
}
var point;
document.addEventListener('mousedown', function(event) {
point = {
x: event.clientX,
y: event.clientY
}
});
document.addEventListener('mousemove', function(event) {
var target = {
x: event.clientX,
y: event.clientY
}
if(point) {
var str = Rectangle(point, target);
document.getElementById('test').setAttribute('d', str);
}
});
document.addEventListener('mouseup', function(event) {
point = null;
});
body, html {
height: 100%;
width: 100%;
margin: 0;
padding: 0
}
svg {
height:100%;
width: 100%
}
<svg>
<path id="test" style="stroke-width: 4; stroke: RGBA(212, 50, 105, 1.00); fill: none" />
</svg>
But when I try to convert into scalloped rectangle I am seeing different patterns exactly matching Infinite Monkey Theorm
The approach I tried is, draw a rectangular path on a virtual element. Take each point at length multiplied by 15 till total length. Then drawing arcs between those points. It is not working. Also, I want to avoid using getPointAtLength because it's mobile support is not great.
var pathEle = document.createElementNS('http://www.w3.org/2000/svg', 'path');
pathEle.setAttribute('d', rectangle(point, target));
window.pathEle = pathEle;
var points = [];
for (var i = 0; i < pathEle.getTotalLength(); i += 15) {
points.push(pathEle.getPointAtLength(i));
}
document.getElementById('test1').setAttribute('d', toSVGPath(points));
Something like this?
I'm using arcs to make the scallops. You may want to tweak how the scallops are calculated to get better corners. But I'll leave that to you.
var scallopSize = 30;
function Rectangle(start, end) {
var minX = Math.min(start.x, end.x);
var minY = Math.min(start.y, end.y);
var w = Math.abs(end.x - start.x);
var h = Math.abs(end.y - start.y);
// Calculate scallop sizes
var numW = Math.round(w / scallopSize);
if (numW === 0) numW = 1;
var numH = Math.round(h / scallopSize);
if (numH === 0) numH = 1;
var stepW = w / numW;
var stepH = h / numH;
// top
var p = minX + stepW/2; // start each size at half a scallop along
var path = ["M", p, minY];
for (var i=1; i < numW; i++) { // numW-1 scallops per side
p += stepW;
path.push('A');
path.push(stepW/2 + 1); // Add 1 to the radius to ensure it's
path.push(stepW/2 + 1); // big enough to span the stepW
path.push("0 0 1");
path.push(p);
path.push(minY);
}
// top right
var p = minY + stepH/2;
path.push('A');
path.push(stepH/2.8); // 2 * sqrt(2)
path.push(stepH/2.8); // corners are a little smaller than the scallops
path.push("0 0 1");
path.push(minX + w);
path.push(p);
// right
for (var i=1; i < numH; i++) {
p += stepH;
path.push('A');
path.push(stepH/2 + 1);
path.push(stepH/2 + 1);
path.push("0 0 1");
path.push(minX + w);
path.push(p);
}
// bottom right
var p = minX + w - stepW/2;
path.push('A');
path.push(stepH/2.8);
path.push(stepH/2.8);
path.push("0 0 1");
path.push(p);
path.push(minY + h);
// bottom
for (var i=1; i < numW; i++) {
p -= stepW;
path.push('A');
path.push(stepW/2 + 1);
path.push(stepW/2 + 1);
path.push("0 0 1");
path.push(p);
path.push(minY + h);
}
// bottom left
var p = minY + h - stepH/2;
path.push('A');
path.push(stepH/2.8);
path.push(stepH/2.8);
path.push("0 0 1");
path.push(minX);
path.push(p);
// left
for (var i=1; i < numH; i++) {
p -= stepH;
path.push('A');
path.push(stepH/2 + 1);
path.push(stepH/2 + 1);
path.push("0 0 1");
path.push(minX);
path.push(p);
}
// top left
path.push('A');
path.push(stepH/2.8);
path.push(stepH/2.8);
path.push("0 0 1");
path.push(minX + stepW/2);
path.push(minY);
path.push('Z');
return path.join(' ');
}
var point;
document.addEventListener('mousedown', function(event) {
point = {
x: event.clientX,
y: event.clientY
}
});
document.addEventListener('mousemove', function(event) {
var target = {
x: event.clientX,
y: event.clientY
}
if(point) {
var str = Rectangle(point, target);
document.getElementById('test').setAttribute('d', str);
}
});
document.addEventListener('mouseup', function(event) {
point = null;
});
body, html {
height: 100%;
width: 100%;
margin: 0;
padding: 0
}
svg {
height:100%;
width: 100%
}
<svg>
<path id="test" style="stroke-width: 4; stroke: RGBA(212, 50, 105, 1.00); fill: none" />
</svg>

Removing mousemove

I'm developing an app to help autistic children prepare to learn to write. It's very straight forward. They just need to draw a line straight down. I have it working very similar to "connect the dots" where they start at a green light, progress to yellow and then to red. However, on my webpage using a mouse everything works great because the "dots" are "touched" using the mouseover, like so:
<script type="text/javascript" src="jquery-1.4.2.min.js"></script>
<script src="jquery.min.js" type="text/javascript"></script>
<script src="jquery.jplayer.min.js" type="text/javascript"></script>
<script type="text/javascript">
$(function() {
var dots = [13, 15, 13, 25, 13, 55, -1, -1,
45, 15, 45, 40, -1, -1,
70, 15, 70, 40, -1, -1,
80, 15, 80, 40, 80, 60, -1, -1];
function contains(arr, value) {
for (var i = 0; i < arr.length; i++) {
if (arr[i] == value) {
return true;
}
}
return false;
}
function getRandomPoints(totalPoints) {
var indexes = new Array();
for (var i = 0; i < totalPoints; i++) {
var done = false;
while (!done) {
var index = Math.floor(Math.random() * dots.length);
if (index % 2 != 0) {
index++;
if (index > dots.length) {
continue;
}
}
if (!contains(indexes, index)) {
indexes.push(index);
done = true;
}
}
}
return indexes.sort(function(a, b) {
return a - b;
});
}
function displayGrid(ctx) {
var gridSize = 20, width = 900;
for (var ypos = 0; ypos < width; ypos += gridSize) {
ctx.moveTo(0, ypos);
ctx.lineTo(width, ypos);
}
for (var xpos = 0; xpos < width; xpos += gridSize) {
ctx.moveTo(xpos, 0);
ctx.lineTo(xpos, width);
}
ctx.strokeStyle = "#eee";
ctx.lineWidth = .7;
ctx.stroke();
}
function addPoint(index, x1, y1) {
for (var i = 0; i < points.length; i++) {
var x2 = points[i].x, y2 = points[i].y;
var d1 = Math.sqrt(Math.pow(y2 - y1, 2) + Math.pow(x2 - x1, 2));
var d2 = radius * 2 + 2;
if (d2 > d1) {
return false;
}
}
points.push({ 'x': x1, 'y': y1, 'index': index });
return true;
}
//Initialization....
var $graph = $('#graph'), gpos = $graph.position();
var $timer = $('#timer');
var points = new Array();
var ctx = $graph.get(0).getContext("2d");
//Parameters...
var indexes = getRandomPoints(7), ratio = 3, hops = 0, point = 0, maxTotalHops = 60, radius = 12;
var lineWidth = 11.5;
var xDisplacement = 0, yDisplacement = 0;
var borderColor = 'rgb(0,102,204)';
//Display the character's fixed lines...
ctx.beginPath();
ctx.translate(xDisplacement, yDisplacement);
ctx.lineWidth = lineWidth;
for (var i = 0; i < dots.length; i += 2) {
var newLine = dots[i] == -1;
if (newLine) {
i += 2;
}
var x = ratio * dots[i], y = ratio * dots[i + 1];
if (hops == 0 && contains(indexes, i)) {
hops++;
ctx.moveTo(x, y);
continue;
}
if (newLine || i == 0) {
ctx.moveTo(x, y);
}
else {
if (hops == 0) {
ctx.lineTo(x, y);
}
else {
ctx.strokeStyle = borderColor;
ctx.stroke();
ctx.beginPath();
if (addPoint(i, x, y)) {
var cx = gpos.left + xDisplacement - radius + 1 + x;
var cy = gpos.top + yDisplacement - radius + 1 + y;
$('<span></span>')
.addClass('circle')
.html(++point)
.data('pos', { 'x': cx, 'y': cy })
.css({ 'top': 0, 'left': 0 })
.insertAfter($graph);
}
}
}
if (hops > maxTotalHops) {
hops = 0;
}
else if (hops > 0) {
hops++;
}
}
ctx.strokeStyle = borderColor;
ctx.stroke();
//Create and initialize hotspots...
var passed = 0;
$('.circle').each(function() {
var pos = $(this).data('pos');
$(this).animate({
left: pos.x,
top: pos.y
}, 700);
}).mousemove(function() { // <====================== this part
var index = parseInt($(this).text());
if (passed != index - 1) {
return;
}
$(this).css({
'color': '#c00',
'font-weight': 'bold'
}).animate({
left: 0,
top: 0,
opacity: 0
}, 1000);
ctx.beginPath();
var start, end, done = passed + 1 == points.length;
if (done) /*The entire hotspots are detected...*/{
start = 0;
end = dots.length - 2;
clearInterval(tid);
$timer.html('Well done, it took ' + $timer.html() + ' seconds!').animate({
left: gpos.left + $graph.width() - $timer.width() - 20
}, 1000);
}
else {
start = passed == 0 ? points[passed].index - 4 : points[passed - 1].index;
end = points[passed].index;
}
for (var i = start; i <= end; i += 2) {
var newLine = dots[i] == -1;
if (newLine) {
i += 2;
}
var x = ratio * dots[i], y = ratio * dots[i + 1];
if (newLine || i == start) {
ctx.moveTo(x, y);
}
else {
ctx.lineTo(x, y);
}
}
ctx.lineWidth = lineWidth;
ctx.strokeStyle = borderColor;
ctx.stroke();
if (done) {
$('.filled').css({
left: gpos.left + xDisplacement + 10,
top: gpos.top + yDisplacement + 150
}).fadeIn('slow');
}
passed++;
});
//Initialize timer...
$timer.css({
top: gpos.top + 10,
left: gpos.left + 10
});
var timer = 0, tid = setInterval(function() {
timer += 30 / 1000;
$timer.html(timer.toFixed(2));
}, 30);
});
</script>
<style type="text/css">
.circle {
background: url('start.png');
width: 24px;
height: 24px;
text-align: center;
font-size: .8em;
line-height: 24px;
display: block;
position: absolute;
cursor: pointer;
color: #333;
z-index: 100;
}
.filled {
background: url('train.gif');
position: absolute;
width: 172px;
height: 251px;
display: none;
}
#timer {
position: absolute;
font-family: Arial;
font-weight: bold;
font-size: 1em;
background: #c00;
color: #fff;
padding: 5px;
text-align: center;
-moz-border-radius: 5px;
-webkit-border-radius: 5px;
font-variant: small-caps;
}
#graph {
background: url('vlinesbackground.jpg');
left: 5px;
top: 20px;
position: relative;
border: 1px dotted #ddd;
}
</style>
But I'm trying to replace the mousemove so the app can be used on the iphone. I've worked out everything else but triggering the "dots" and although I've looked at all the touchstart/touchmove info I can google, nothing appears to be working. Suggestions? Thanks!

Categories