I'm currently working on a private dashboard. This dashboard should have changing background images that changes every minute (should be no problem to switch it to an hour or 20 seconds if I got it working then).
In order to do so, I registered for the [Pixabay API][1] and created the following API request
https://pixabay.com/api/?key=[my_key]f&q=nature&image_type=photo&orientation=horizontal&min_width=1920&min_height=1080&page=1&per_page=100
With that request, I get an array of 100 elements, each one containing the following information:
comments: 639
downloads: 785498
favorites: 3020
id: 736885
imageHeight: 1195
imageSize: 186303
imageWidth: 1920
largeImageURL: "https://pixabay.com/get/51e3d34b4257b108f5d0846096293076123ddee2504c704c7c2879d79048c05a_1280.jpg"
likes: 3966
pageURL: "https://pixabay.com/photos/tree-sunset-amazing-beautiful-736885/"
previewHeight: 93
previewURL: "https://cdn.pixabay.com/photo/2015/04/23/22/00/tree-736885_150.jpg"
previewWidth: 150
tags: "tree, sunset, amazing"
type: "photo"
user: "Bessi"
userImageURL: "https://cdn.pixabay.com/user/2019/04/11/22-45-05-994_250x250.jpg"
user_id: 909086
views: 2042402
webformatHeight: 398
webformatURL: "https://pixabay.com/get/51e3d34b4257b10ff3d8992cc62f3f79173fd9e64e507440722d78d39248c7_640.jpg"
webformatWidth: 640
From these 100 elements, I then randomly select one, take the largeImageURL and set it as background, together with a semi-transparent dark overlay to be able to read the text on top of it better. All this is done within a setInterval, so it happens every x milliseconds.
This is the code for it:
setInterval(function(){
$.post('getBackgroundImages.php', { }, function(data) {
var imageCollection = JSON.parse(data);
var imageNumber = Math.floor(Math.random() * 100);
var imageLink = imageCollection.hits[imageNumber].largeImageURL;
$('body').css("background","linear-gradient(rgba(0,0,0,.3), rgba(0,0,0,.3)),url('"+imageLink+"')");
});
},60000);
`getBackgroundImages.php' does nothing more then printing the content of the API-request.
The question now is the following: In the implemented solution, everything works, the new photo is displayed as background and switching works. However, the background is always set to a grey background for about half a second, before the image is displayed, which looks really not good, especially when often switching images.
What I'd like to get is a switching of the background without this grey background for a short time, propably even with a transition, so the change is not so abrupt...
I found a solution to first display a blured preview of the image before display the full resolution one. However, I think that this shouldn't be needed, as basically, the image has enough time to load and the background should change AFTER the image has loaded.. I do not care, if the change happens every 62 seconds, even though I set it to 60 seconds, because the image needs to load first.
Can anybody give me a hint on how to get this working better?
Thanks in advance!
[1]: https://pixabay.com/api/docs/
Maybe the most simple would be to alternate between two containers that works like backgrounds :
HTML :
<body>
<div class='bg' id='firstBg'></div>
<div class='bg' id='secondBg'></div>
<...Your Stuff...>
</body>
CSS :
body {
background: transparent;
}
.bg {
position: fixed;
left: 0;
top: 0;
width: 100vw;
height: 100vh;
background-position: center;
z-index: -1;
background-size: cover;
transition: 3s ease-in;
}
#secondBg {
display: none;
}
JS :
setInterval(function(){
$.post('getBackgroundImages.php', { }, function(data) {
var imageCollection = JSON.parse(data);
var imageNumber = Math.floor(Math.random() * 100);
var imageLink = imageCollection.hits[imageNumber].largeImageURL;
if ($('#firstBg').css('display') == 'none') {
$('#firstBg').css("background-image","url('"+imageLink+"')");
$('#firstBg').fadeIn();
$('#secondBg').fadeOut();
}
else {
$('#secondBg').css("background-image","url('"+imageLink+"')");
$('#secondBg').fadeIn();
$('#firstBg').fadeOut();
}
});
},60000);
I did the following solution now, thanks to the hint of #zero298.
<script>
function loadImages (images) {
// each image will be loaded by this function.
// it returns a Promise that will resolve once
// the image has finished loading
let loader = function (src) {
return new Promise(function (resolve, reject) {
let img = new Image();
img.onload = function () {
// resolve the promise with our url so it is
// returned in the result of Promise.all
resolve(src);
};
img.onerror = function (err) {
reject(err);
};
img.src = src;
});
};
// create an image loader for each url
let loaders = [];
images.forEach(function (image) {
loaders.push(loader(image));
});
// Promise.all will return a promise that will resolve once all of of our
// image loader promises resolve
return Promise.all(loaders);
}
function cycleImages (images) {
let index = 0;
setInterval(function() {
// since we need an array of the image names to preload them anyway,
// just load them via JS instead of class switching so you can cut them
// out of the CSS and save some space by not being redundant
$('body').css("background","linear-gradient(rgba(0,0,0,.3), rgba(0,0,0,.3)),url('"+images[index]+"')");
// increment, roll over to 0 if at length after increment
index = (index + 1) % images.length;
}, 28800000);
}
$(function(){
$.post('getBackgroundImages.php', { }, function(data) {
var imageCollection = JSON.parse(data);
var imageNumber = Math.floor(Math.random() * 100);
var imageLink = imageCollection.hits[imageNumber].largeImageURL;
$('body').css("background","linear-gradient(rgba(0,0,0,.3), rgba(0,0,0,.3)),url('"+imageLink+"')");
});
$.ajax('getBackgroundImages.php',{
success:function(data) {
var parsed = JSON.parse(data);
var images = parsed.hits;
var imageUrls = [];
images.forEach(function(item,index){
imageUrls.push(item.largeImageURL);
})
loadImages(imageUrls).then(cycleImages).catch(function (err) {
console.error(err);
});
}
});
});
</script>
This first puts all imageUrls into an array, then loads all images with Promise to then display then without a big delay.. I didn't really manage to get a nice transition between switching the images, as jQuerys fade-to method lets the content of the page fade out as well, rather then only the background image...
Adding more div's / changing the structure of the page is not too easy by the way, as there is a lot of floating and other css rules to make the elements appear on various positions on the page. Adding a div around all content in order to try to give that div the background-image destroyed the hole layout...
All in all, I'm confident with this solution, however, if anybody has a good idea to make the switch more smooth, feel free to tell me :)
Related
My issue is I am trying to get a background image to change every second within the first div of a travel blog I have been working on using JS. I am also having text display on top of the image. There are couple tutorials on YouTube but they just arent working for me.
my css is:
#title{
background-image: url("../images/Nature5.jpg");
background-size: cover;
padding-top: 350px;
padding-bottom: 350px;
}
And my Javascript is:
var changingImages = document.querySelector('title');
var images = [
"url('../images/Nature1.jpg')",
"url('../images/Nature2.jpg')",
"url('../images/Nature3.jpg')",
"url('../images/Nature4.jpg')",
"url('../images/Nature5.jpg')",
"url('../images/Nature6.jpg')"
]
setInterval( function () {
var bg = images[Math.floor(Math.random() * images.length)]
title.style.backgroundImage = bg;
},1000)
Perhaps the images are too large or maybe I'm just too new to JS.
Any help is appreciated!
I tried placing the variabule "changingImages" within the function also changing the "title.style.backgroundImage = bg;" to be more spacific.
please try this one
add class selector in query selector argument '.title'
var changingImages = document.querySelector('.title'); // the change
var images = [
"url('../images/Nature1.jpg')",
"url('../images/Nature2.jpg')",
"url('../images/Nature3.jpg')",
"url('../images/Nature4.jpg')",
"url('../images/Nature5.jpg')",
"url('../images/Nature6.jpg')"
]
setInterval( function () {
var bg = images[Math.floor(Math.random() * images.length) + 1] // the change
changingImages.style.backgroundImage = bg; // the change
},1000)
hope this work
I would like to add category icons to a Wordpress page, each icon animated with snap.svg.
I added the div and inside an svg in the loop that prints the page (index.php). All divs are appearing with the right size of the svg, but blank.
The svg has a class that is targeted by the js file.
The js file is loaded and works fine by itself, but the animation appears only in the first div of that class, printed on each other as many times it is counted by the loop (how many posts there are on the actual page from that category).
I added "each()" and the beginning of the js, but is not allocating the animations on their proper places. I also tried to add double "each()" for the svg location and adding the snap object to svg too, but that was not working either.
I tried to add unique id to each svg with the post-id, but i could not pass the id from inside the loop to the js file. I went through many possible solutions I found here and else, but none were adaptable, because my php and js is too poor.
If you know how should I solve this, please answer me. Thank you!
// This is the js code (a little trimmed, because the path is long with many randoms, but everything else is there):
jQuery(document).ready(function(){
jQuery(".d-icon").each(function() {
var dicon = Snap(".d-icon");
var dfirepath = dicon.path("M250 377 C"+ ......+ z").attr({ id: "dfirepath", class: "dfire", fill: "none", });
function animpath(){ dfirepath.animate({ 'd':"M250 377 C"+(Math.floor(Math.random() * 20 + 271))+ .....+ z" }, 200, mina.linear);};
function setIntervalX(callback, delay, repetitions, complete) { var x = 0; var intervalID = window.setInterval(function () { callback(); if (++x === repetitions) { window.clearInterval(intervalID); complete();} }, delay); }
var dman = dicon.path("m136 ..... 0z").attr({ id: "dman", class:"dman", fill: "#222", transform: "r70", });
var dslip = dicon.path("m307 ..... 0z").attr({ id: "dslip", class:"dslip", fill: "#196ff1", transform:"s0 0"});
var dani1 = function() { dslip.animate({ transform: "s1 1"}, 500, dani2); }
var dani2 = function() { dman.animate({ transform: 'r0 ' + dman.getBBox().cx + ' ' + dman.getBBox(0).cy, opacity:"1" }, 500, dani3 ); }
var dani3 = function() { dslip.animate({ transform: "s0 0"}, 300); dman.animate({ transform: "s0 0"}, 300, dani4); }
var dani4 = function() { dfirepath.animate({fill: "#d62a2a"}, 30, dani5); }
var dani5 = function() { setIntervalX(animpath, 200, 10, dani6); }
var dani6 = function() { dfirepath.animate({fill: "#fff"}, 30); dman.animate({ transform: "s1 1"}, 100); }
dani1(); }); });
I guess your error is here:
var dicon = Snap(".d-icon");
You are passing a query selector to the Snap constructor, this means Snap always tries to get the first DOM element with that class, hence why you're getting the animations at the wrong place.
You can either correct that in two ways:
Declare width and height inside the constructor, for example var dicon = Snap(800, 600);
Since you are using jQuery you can access to the current element inside .each() with the $(this) keyword. Since you are using jQuery instead of the dollar you could use jQuery(this).
Please keep in mind this is a jQuery object and probably Snap will require a DOM object. In jQuery you can access the dom object by appending a [0] after the this keyword. If var dicon = Snap( jQuery(this) ); does not work you can try with var dicon = Snap( jQuery(this)[0] );
Additionally, you have several .attr({id : '...', in your code. I assume you are trying to associate to the paths an ID which are not unique. These should be relatively safe since they sit inside a SVG element and I don't see you are using those ID for future selection.
But if you have to select those at a later time I would suggest to append to these a numerical value so you wont have colliding ID names.
I'm playing around with pure JavaScript, so I created a small fade in/out object, to adjust images opacity onmouseover and onmouseout. Fading works fine when the mouseover and mouseout actions are precise:
Start moving the cursor from the white background
Hover over an image
Hover back over the white background
The problem is, as soon as I start to move the mouse "naturally" from one image to another, the fading (or rather the script itself) freezes.
I'm not sure whether it's a animation-speed problem, or there's something I'm missing in the implementation.
If someone has the time to take a look, I would appreciate a peer check, so I can crack the issue and learn new stuff.
Here's a fiddle: http://jsfiddle.net/6bd3xepe/
Thanks!
As I see it, you have one INTERVAL for you FADER, you need one for each IMG.
My jsfiddle fixes this. I added an ALT-attribute to each IMG with "dome" content, so as to circumvent the jsfiddle working on non-cat-images .. ignore that part - commented out below.
There are some fundamental things wrong with the design - keeping track of objects & references is key. Usage of "this" & "that" aren't helping in the current implementation (see comments to OP). Also, on another note, the usage of "toFixed(2)" is not really required IMHO and you can shorten "o = o + 0.1" to "o += 0.1".
JS:
var fader = {
target: document.getElementsByTagName('img'),
interval: [],
speed: 25,
default_opacity: 1,
init: function() {
this.bindEvents();
},
// Get element's opacity and increase it up to 1
fadeIn: function(element) {
var element_opacity = this.getOpacity(element),
that = this,
idx = element.getAttribute('data-idx');
console.log("fI: "+idx+" "+element_opacity);
this.default_opacity = element_opacity.toFixed(2);
this.interval[idx] = setInterval(function() {
if (element_opacity.toFixed(2) < 1) {
element_opacity = element_opacity + 0.1;
element.style.opacity = element_opacity.toFixed(2);
} else {
clearInterval(that.interval[idx]);
}
}, that.speed);
},
// Get current opacity and decrease it back to the default one
fadeOut: function(element) {
var element_opacity = this.getOpacity(element),
that = this,
idx = element.getAttribute('data-idx');
console.log("fO: "+idx+" "+element_opacity);
this.interval[idx] = setInterval(function() {
if (element_opacity.toFixed(2) > that.default_opacity) {
element_opacity = element_opacity - 0.1;
element.style.opacity = element_opacity.toFixed(2);
} else {
clearInterval(that.interval[idx]);
element.removeAttribute('style');
}
}, that.speed);
},
// Get opacity of an element using computed styles
getOpacity: function(element) {
var styles = window.getComputedStyle(element),
opacity = parseFloat(styles.getPropertyValue('opacity'));
return opacity;
},
bindEvents: function() {
var that = this, count = 0;
for (var i in this.target) {
// the whole "dome" is just a fsfiddle hack - otherwise it sees 7 images instead of 4!
//if( this.target[i].alt == "dome" ){
console.log("COUNT: "+count);
this.target[i].setAttribute('data-idx',count);
this.target[i].onmouseover = function() {
that.fadeIn(this);
}
this.target[i].onmouseout = function() {
that.fadeOut(this);
}
count++;
//}
}
}
};
fader.init();
I trying to make what appears to the user to be an image fader. A string of images fade into each other. All the solutions that I found were complex, and normally required an for every image. I've come up with what should be a simple solution. It's working 90% on Firefox/Chrome/IE11 on Windows. On Android Chrome it's having issues.
Basically my idea is, I have two divs, absolutely positioned, one on top of the other. Both start with a background, sized to cover. The top one fades out, revealing the bottom one, and at the end of the animation, the background-image of the top one (current hidden) is changed to image 3. After a pause, it fades back in, and the background-image of the bottom one is changed to image 4. This repeats indefinitely.
HTML:
<div class="slideshow" id="slideshow-top"></div>
<div class="slideshow" id="slideshow-bottom"></div>
CSS:
.slideshow {
display:block;
background-size:cover;
width: 100%;
height: 100%;
position:absolute;
top:0;
left:0;
}
#slideshow-top {
z-index:-5;
background-image:url(http://www.andymercer.net/wp-content/uploads/2013/12/slider-1.jpg);
}
#slideshow-bottom {
z-index:-10;
background-image:url(http://www.andymercer.net/wp-content/uploads/2013/12/slider-2.jpg);
}
Javascript:
var url_array = [
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-1.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-2.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-3.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-4.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-5.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-6.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-7.jpg',
'http://www.walldoze.com/images/full/2013/12/04/wallpapers-desktop-winter-nature-x-wallpaper-backgrounds-natureabstract-designs-interesting-hd-19045.jpg'
];
var count = 1;
setInterval(function() {
if (count%2) { // Fade In
jQuery('#slideshow-top').animate({opacity:0}, '200000', function() {
jQuery('#slideshow-top').css('background-image','url('+url_array[count]+')');
});
}
else { //Fade Out
jQuery('#slideshow-top').animate({opacity:1}, '200', function() {
jQuery('#slideshow-bottom').css('background-image','url('+url_array[count]+')');
});
}
count = (count == url_array.length-1 ? 0 : count + 1);
}, 2000);
http://jsfiddle.net/5eXy9/
As seen in the Fiddle above, this mostly works. However, it seems to ignore the length of the animation. Using .fadeOut has the same effect. I've tried going from 200 to 20000, and there doesn't seem to be a difference.
I'm not sure if this is tied into the other issue, which is that on Android (Galaxy S4, Chrome, Android 4.x), the animation doesn't occur at all. It simply changes images. Any ideas?
EDIT: Jan 10 - Timing problem is fixed, but the main issue (Android) is still unsolved. Any thoughts?
The interval keeps going, so when increasing the animation speed, you have increase the interval speed as well.
The way you've built this, you should always keep the speed of both animations equal to the interval, or if you need a delay, increase the interval compared to the animations so it at least has a higher number than the highest number used in the animations.
The reason changing the speed doesn't work at all for you, is because it should be integers, not strings, so you have to do
jQuery('#slideshow-top').animate({opacity:0}, 200000, function() {...
// ^^ no quotes
I would do something like this
var url_array = [
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-1.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-2.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-3.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-4.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-5.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-6.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-7.jpg',
'http://www.walldoze.com/images/full/2013/12/04/wallpapers-desktop-winter-nature-x-wallpaper-backgrounds-natureabstract-designs-interesting-hd-19045.jpg'];
var count = 1;
var speed = 2000,
delay = 1000;
$.each(url_array, function(source) { // preload
var img = new Image();
img.src = source;
});
setInterval(function () {
if (count % 2) { // Fade In
jQuery('#slideshow-top').animate({
opacity: 0
}, speed, function () {
jQuery('#slideshow-top').css('background-image', 'url(' + url_array[count] + ')');
});
} else { //Fade Out
jQuery('#slideshow-top').animate({
opacity: 1
}, speed, function () {
jQuery('#slideshow-bottom').css('background-image', 'url(' + url_array[count] + ')');
});
}
count = (count == url_array.length - 1 ? 0 : count + 1);
}, speed + delay);
FIDDLE
I have conversation screen to be developed i have planned to change the background images for every millisecond so that it looks like a animation. I tried using jquery settimeout and setinterval but both the ways stack of images changing in small interval hangs the browser, any ideas of how to accomplish my task.
function change_background(new_image_source) {
var myimage = $( '#spriteanim' );
myimage.attr('src','style/images/Sprites/Screen1/'+new_image_source+'.png');
console.log(myimage.attr('src'));
timer = setTimeout( function () {
new_image_source = new_image_source+1;
change_background(new_image_source);
}, 50);
if(new_image_source>=10899){
change_background(new_image_source);
clearTimeout(timer);
}
}
Changing the src attribute will never work as you want. That's because the browser needs time to load the image. Even it is cached it is still too slow for animating. I'll suggest to combine your images into sprite and change the background-position. You can even do that with pure css transition.
For example -> http://jsfiddle.net/krasimir/uzZqg/
HTML
<div class="image"></div>
CSS
.image {
background: url('...');
width: 200px;
height: 200px;
transition: all 4000ms;
-webkit-transition: all 4000ms;
}
.image:hover {
background-position: -500px 0;
}
You can even use keyframes.
Here is how you can preload your images http://jsfiddle.net/krasimir/DfWJm/1/
HTML
<div id="preloader"></div>
JS
var images = [
'http://www.australia.com/contentimages/about-landscapes-nature.jpg',
'http://www.australia.com/contentimages/about-landscapes-nature.jpg',
'http://www.australia.com/contentimages/about-landscapes-nature.jpg',
'http://www.australia.com/contentimages/about-landscapes-nature.jpg',
'http://www.australia.com/contentimages/about-landscapes-nature.jpg',
'http://www.australia.com/contentimages/about-landscapes-nature.jpg'
];
var preloader = document.getElementById("preloader");
var preloadImages = function(callback) {
if(images.length == 0) {
callback();
return;
}
var image = images.shift();
var img = document.createElement("IMG");
img.setAttribute("src", image);
preloader.appendChild(img);
img.addEventListener("load", function() {
console.log("image loaded");
preloadImages(callback);
});
}
preloadImages(function() {
// your animation starts here
alert("Images loaded");
});
Of course you may hide the #preloader div with display: none;
Checkout http://spritely.net/
It'll handle the details of animating a spritesheet. Let's you set FPS and control playback.
I think 'every millisecond' is a bit too fast.
Image load takes some time. I think, you should load all the images once, before starting the animation. It will take some time, since number of images you are using seems to be 10899. And just hide all but one every few milliseconds. 'Few milliseconds', instead of 'every millisecond', should do your job.
UPDATE:
Name your images spriteanim0, spriteanim1... like this. After all the images have been loaded, and all have been assigned display: none, call this js function:
var new_image_source1;
function change_background(prev_image_source, new_image_source) {
document.getElementById('spriteanim' + prev_image_source).style.display = 'none';
document.getElementById('spriteanim' + new_image_source).style.display = 'block';
if (new_image_source >= 10899)
new_image_source1 = 0;
else
new_image_source1 = new_image_source + 1;
window.setTimeout(
function () {
change_background(new_image_source, new_image_source1);
},
50);
}
You can try this and change the setTimeout interval value accordingly, as needed.