Appendchild image to top of table - javascript

I'm trying to use appendchild to make a button that displays a random image from an array into a table, and will continue to display a new image on each click, but I need the newest image to stick to the top of the column, not the bottom. I tried to do this below but it appears to be an error.
function display_random_image1() {
var theImages = [{
src: "https://i.imgur.com/Ej3qKfd.png",
width: "120",
height: "120"
},
{
src: "https://i.imgur.com/P1i0O2m.png",
width: "120",
height: "120"
},
{
src: "https://i.imgur.com/FRaU0bc.png",
width: "120",
height: "120"
}
];
var preBuffer = [];
for (var i = 0, j = theImages.length; i < j; i++) {
preBuffer[i] = new Image();
preBuffer[i].src = theImages[i].src;
preBuffer[i].width = theImages[i].width;
preBuffer[i].height = theImages[i].height;
}
// create random image number
function getRandomInt(min, max) {
// return Math.floor(Math.random() * (max - min + 1)) + min;
imn = Math.floor(Math.random() * (max - min + 1)) + min;
return preBuffer[imn];
}
// 0 is first image, preBuffer.length - 1) is last image
var newImage = getRandomInt(0, preBuffer.length - 1);
// display the image
var targetContainer = document.getElementsByClassName("container");
targetContainer[0].appendChild(newImage);
targetContainer.insertBefore(newImage, targetContainer.childNodes[0]);
}
th,
td {
border: 1px solid black;
width: 100px
}
<table>
<tr>
<td>
<button id="initial" onclick="display_random_image1();">Beginning R</button>
</td>
</tr>
<tr>
<td>
<div class="container">
</tr>
</table>

If you want the new image to stick at the top, use ParentNode.prepend() instead.
...
// display the image
var targetContainer = document.getElementsByClassName("container");
// targetContainer[0].appendChild(newImage);
// targetContainer.insertBefore(newImage, targetContainer.childNodes[0]);
targetContainer[0].prepend(newImage);

Change your insertBefore statement like below,
targetContainer[0].insertBefore(newImage, targetContainer[0].firstChild);
Check the below running code,
function display_random_image1() {
var theImages = [{
src: "https://i.imgur.com/Ej3qKfd.png",
width: "120",
height: "120"
},
{
src: "https://i.imgur.com/P1i0O2m.png",
width: "120",
height: "120"
},
{
src: "https://i.imgur.com/FRaU0bc.png",
width: "120",
height: "120"
}
];
var preBuffer = [];
for (var i = 0, j = theImages.length; i < j; i++) {
preBuffer[i] = new Image();
preBuffer[i].src = theImages[i].src;
preBuffer[i].width = theImages[i].width;
preBuffer[i].height = theImages[i].height;
}
function getRandomInt(min, max) { // create random image number
imn = Math.floor(Math.random() * (max - min + 1)) + min;
return preBuffer[imn];
}
var newImage = getRandomInt(0, preBuffer.length - 1); // 0 is first image, preBuffer.length - 1) is last image
var targetContainer = document.getElementsByClassName("container"); // display the image
targetContainer[0].insertBefore(newImage, targetContainer[0].firstChild);
}
th, td { border: 1px solid black; width: 100px }
<table>
<tr>
<td>
<button id="initial" onclick="display_random_image1();">Beginning R</button>
</td>
</tr>
<tr>
<td>
<div class="container">
</tr>
</table>

Related

checkCollision function is not working in Array.forEach (check elements collision)

why my checkCollision function is not working in foreach loop ? I want to check whether obs (obstacle) is hits/overlaps on collector (gray object). I am checking every 1 millisecond using setInterval checkCollision function. Basically I am trying to build a simple car game. please help me and thank you in advance
let body = document.body[0];
let container = document.querySelector(".container");
let allObstacles = [];
let colors = ["green", "green", "red"];
let collector = document.getElementById("collector");
class Obstacle {
constructor(yPos) {
this.yPos = -50;
}
randomnum() {
let randX = Math.floor(Math.random() * (container.clientWidth - 50));
return randX;
}
createObstacle() {
let obstacle = document.createElement("div");
obstacle.classList.add("obstacle");
let bgColor = colors[Math.floor(Math.random() * colors.length)];
obstacle.style.width = "50px";
obstacle.style.height = "50px";
obstacle.style.position = "absolute";
obstacle.style.left = this.randomnum() + "px";
obstacle.style.top = this.yPos + "px";
obstacle.style.backgroundColor = bgColor;
obstacle.dataset.behave = bgColor;
container.appendChild(obstacle);
return obstacle;
}
element = this.createObstacle();
updatePosition() {
this.yPos += 2;
this.element.style.top = this.yPos + "px";
}
kill() {
this.element.remove();
}
}
let dropObs = setInterval(function() {
allObstacles.forEach(function(obs) {
obs.updatePosition();
});
allObstacles.forEach(function(obs) {
// why checkCollision function is not working?
if (checkCollision(obs, collector)) {
console.log("hit");
}
if (obs.yPos > container.clientHeight) {
obs.kill();
}
});
}, 10);
let generateObs = setInterval(function() {
let obs = new Obstacle();
allObstacles.push(obs);
}, 2000);
function checkCollision(obj1, obj2) {
var obj1Y = obj1.offsetTop;
var obj2Y = obj2.offsetTop;
var obj1X = obj1.offsetLeft;
var obj2X = obj2.offsetLeft;
if (
obj2Y + 100 >= obj1Y &&
obj2Y <= obj1Y + 100 &&
obj2X + 100 >= obj1X &&
obj2X <= obj1X + 100
) {
return 1;
}
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
outline: 0;
}
html,
body {
width: 100%;
height: 100%;
}
.container {
position: relative;
width: 100%;
height: 100%;
}
#collector {
width: 50px;
height: 100px;
background: gray;
position: absolute;
top: calc(100vh - 100px);
left: 50%;
margin-left: -25px;
}
<div class="container">
<div id="collector"></div>
</div>
The first thing you should not use setInterval for this type of animation. Use requestAnimationFrame
https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
obj1X,obj1Y comming undefined.

Generate one percent width every second

Ok I'm trying to add every one second a 1% width with a background colour, but it appears in oneblock...
Can someone help me ?
Thank you all
Here is my code :
setTimeout(function() {
var percentage = 1;
for (var i = 0; i < 10; i++) {
var blabla = i + percentage
console.log(blabla)
document.getElementById("position").style.width = blabla + "%";
document.getElementById("position").style.backgroundColor = "blue";
document.getElementById("position").style.height = "20px";
}
}, 1000);
}
Rather than a loop, use setInterval
const increment = 1;
const tick = 1000;
let percent = 0;
const timer = setInterval(() => {
const div = document.querySelector('#position');
percent += increment;
div.style.width = `${percent}%`;
if ( percent >= 100 ) clearInterval(timer);
}, tick);
#position {
background-color: blue;
height: 20px;
width: 1%;
}
<div id="position"></div>
Maybe lets do this for several progress bars.
const timers = [];
const doTimer = (id, { tick = 1000, increment = 1 } = {}) => {
let percent = 0;
timers[id] = setInterval(() => {
const div = document.querySelector(`#${id}`);
percent += increment;
div.style.width = `${percent}%`;
div.innerHTML = `${percent}%`;
if ( percent >= 100 ) clearInterval(timers[id]);
}, tick);
};
doTimer('position');
doTimer('data', { tick: 500 });
doTimer('another', { increment: 5 });
#position, #data, #another {
background-color: blue;
height: 20px;
width: 1%;
}
#data {
background-color: red;
}
#another {
background-color: yellow;
}
<div id="position"></div>
<div id="data"></div>
<div id="another"></div>
document.getElementById("position").style.backgroundColor = "blue";
var i = 0;
function loop(){
i++;
document.getElementById("position").style.width = i+"%";
document.getElementById("position").innerHTML = i+"%";
if(i<10) {
setTimeout(function() {
loop();
}, 1000);
}
}
loop();
<div id="position"></div>

I wanna repeat function infinite but i couldn't

I wanna do some effect to my background so i tought i can add some shapes flying around but i do only 1 shape i cant loop or anything
i tried call function more than a one time but it doesnt help
function animasyon(a) {
window.onload=function(){
var id = setInterval(anim,5);
$('body').append('<div class=shape></div>');
$('body').append('<div class=shape></div>');
var kutu = document.getElementsByClassName("shape");
var pos = 0;
var x = window.innerWidth;
var y = window.innerHeight;
var borderSize = Math.floor(Math.random() * 3 ) + 1;
var ySize = Math.floor(Math.random() * y ) + 1;
var Size = Math.floor(Math.random() * 30 ) + 5;
var yon = Math.floor(Math.random() *2)+1;
var dolu = Math.floor(Math.random() *2)+1;
if (ySize > 50) { ySize-=20; }
function anim(){
if (pos == x) {
clearInterval(id);
document.getElementById("shape").remove();
}else{
pos++;
kutu[a].style.position = "absolute";
kutu[a].style.border = "solid rgb(119,38,53) "+borderSize+"px";
kutu[a].style.left = pos+"px";
kutu[a].style.width = Size+"px";
kutu[a].style.height = Size+"px";
if (yon == 1) { ySize-=0.2; } else { ySize+=0.2; }
if (dolu==1) {kutu[a].style.background = "rgb(119,38,53)";}
if (kutu[a].offsetTop < 0 || kutu[a].offsetTop > y-30) {document.getElementById("shape").remove();}
kutu[a].style.top = ySize+"px";
}
}
}
}
animasyon(0);
Try Calling 'anim' function in this way
setInterval(function(){anim()},5);
Your problem is that you are assigning window.onload function a value inside the function animasyon
window.onload holds only 1 function. If you call animation function more than once, then the last one will overwrite the first one.
Edit: You need to separate your animation logic from the page load logic. They are completely separate things.
Here is an example of adding multiple objects and animating each separately.
// HTML
<div id="container">
<div id="ball"></div>
<div id="ball2"></div>
<div id="ball3"></div>
<div id="ball4"></div>
</div>
// CSS
#ball, #ball2, #ball3, #ball4 {
background: red;
border: 1px solid #FAFDFA;
display: inline-block;
width: 1em;
height: 1em;
border-radius: 2em;
position: absolute;
}
#ball2 {
background: blue;
}
#ball3 {
background: green;
}
#ball4 {
background: purple;
}
#container {
width: 512px;
height: 512px;
background: black;
position: relative;
}
// JS
const container = document.getElementById('container');
const stageWidth = 512;
const stageHeight = 512;
const makeFall = (elementId) => {
// this function makes an enlement fall in random direction
const animationSpeed = 4;
// your onload function
const ball = document.getElementById(elementId);
let directionX = (Math.random() * animationSpeed * 2) - animationSpeed;
let directionY = Math.random() * animationSpeed;
const setRandomStart = () => {
ball.style.top = '10px';
ball.style.left = (Math.random() * (stageWidth / 2)) + 'px';
directionX = (Math.random() * animationSpeed * 2) - animationSpeed;
directionY = Math.random() * animationSpeed;
}
setRandomStart();
let animationInterval = setInterval(() => {
let px = parseFloat(ball.style.left);
let py = parseFloat(ball.style.top);
px += directionX;
py += directionY;
if (px > stageWidth - 20 || py > stageHeight - 20 || px < -20) {
setRandomStart();
} else {
ball.style.left = px + 'px';
ball.style.top = py + 'px';
}
}, 48);
}
// In Your onload function you can add the elements and then animate
makeFall('ball');
makeFall('ball2');
makeFall('ball3');
makeFall('ball4');
https://jsfiddle.net/753oL8re/4/

How to display the image name in the link

I have here a code where you can display a random image but I want to show the name of the image in the link of my website. Example: mywebsite.com/random.html=funnycat.png (or something like that)
Here is my code
It would be nice if someone could help me with that problem. Also is it even posible with HTML or do I need php?
<!DOCTYPE html>
<html>
<script>
function display_random_image()
{
var theImages = [{
src:
"http://farm4.staticflickr.com/3691/11268502654_f28f05966c_m.jpg",
width: "240",
height: "160"
}, {
src: "http://farm1.staticflickr.com/33/45336904_1aef569b30_n.jpg",
width: "320",
height: "195"
}, {
src: "http://farm6.staticflickr.com/5211/5384592886_80a512e2c9.jpg",
width: "500",
height: "343"
}];
var preBuffer = [];
for (var i = 0, j = theImages.length; i < j; i++) {
preBuffer[i] = new Image();
preBuffer[i].src = theImages[i].src;
preBuffer[i].width = theImages[i].width;
preBuffer[i].height = theImages[i].height;
}
// create random image number
function getRandomInt(min,max)
{
// return Math.floor(Math.random() * (max - min + 1)) + min;
imn = Math.floor(Math.random() * (max - min + 1)) + min;
return preBuffer[imn];
}
// 0 is first image, preBuffer.length - 1) is last image
var newImage = getRandomInt(0, preBuffer.length - 1);
// remove the previous images
var images = document.getElementsByTagName('img');
var l = images.length;
for (var p = 0; p < l; p++) {
images[0].parentNode.removeChild(images[0]);
}
// display the image
document.body.appendChild(newImage);
}
</script>
<head>
<meta charset=utf-8 />
<title>Display a random image.</title>
<style type="text/css">
body {margin-top: 30px;}
</style>
</head>
<body>
<div>
<button id="jsstyle"
onclick="display_random_image();">Show Image</button>
</div>
</body>
</html>
Please try this on your example.
preBuffer[i].title = theImages[i].src;

Draw a bendable arrow between two html elements

I am developing a view for some items in my web site. Currently I have the items displayed in the HTML but now I need to draw some lines between the elements that will represent a connection between them, it's like a Gantt Chart but it doesn't include any time functionality, I only need to connect the items with the ones associated to them. I'm using JSTL to bring some data from a controller and I managed to draw the elements like the following image: http://i271.photobucket.com/albums/jj131/djrickel/before.png
And the way I need to display is in the following image:
http://i271.photobucket.com/albums/jj131/djrickel/after.png
This is how I'm creating my table containing the elements that I want to display:
<div class="container">
<table>
<tbody>
<c:forEach items="${nodeGraphs}" var="nodeGraph">
<tr>
<c:forEach var="i" begin="0" end="5">
<td>
<c:if test="${nodeGraph.columnID == i}">
<label class="label label-default">${nodeGraph.nodeObject.item.type}${nodeGraph.nodeObject.item.contextId}</label>
</c:if>
</td>
</c:forEach>
</tr>
</c:forEach>
</tbody>
</table>
</div>
Does anyone know a way to create connecting lines between the elements using JQuery, JSon, Javascript or any HTML process? I can change from the table I'm using to div or span without any issue. I'm just looking the best way to display the information. Thanks in advance.
Probably the best way to do that is use HTML5 canvas, but if You want use div's try use this code:
(On JSFiddle: http://fiddle.jshell.net/22rar61n/9/)
var Line = (function() {
var diff = function(a, b) {
var d = Math.abs(a - b);
if (d === 0) {
d = 1;
}
return d;
}
var countWidth = function(line) {
return diff(line.endX, line.startX);
};
var countHeight = function(line) {
return diff(line.endY, line.startY);
};
var Line = function(options) {
this.startX = options.startX;
this.startY = options.startY;
this.endX = options.endX;
this.endY = options.endY;
}
Line.prototype.drowIn = function($container) {
var self = this;
var line = jQuery("<div></div>", {
class: "line " + self.LineType(),
css: {
"color": "red",
"top": self.startY,
"left": self.startX,
"width": countWidth(self),
"height": countHeight(self),
"background-color": "#000"
}
});
$container.append(line);
};
Line.prototype.LineType = function() {
if (this.startX != this.endX) {
return "horizontal";
}
return "vertical";
}
return Line;
})();
var Arrow = (function() {
var Arrow = function(start, end) {
this.start = start;
this.end = end;
}
Arrow.prototype.drowIn = function($container) {
var ArrowContainer = jQuery("<div></div>", {
class: "arrowContainer"
});
var line1 = new Line({
startX: this.start.x,
startY: this.start.y,
endX: this.start.x,
endY: this.end.y
});
line1.drowIn(ArrowContainer);
var line2 = new Line({
startX: this.start.x,
startY: this.end.y,
endX: this.end.x,
endY: this.end.y
});
line2.drowIn(ArrowContainer);
$container.append(ArrowContainer);
}
return Arrow;
})();
var Element = (function() {
var Element = function(options) {
var op = jQuery.extend({}, options);
this.x = op.x || -1;
this.y = op.y || -1;
this.content = op.content || "";
this.container = op.$container || "";
this.node = null;
this.subElements = [];
};
Element.prototype.addSubElement = function(element) {
element.container = this.container;
element.content = this.content + "." + (this.subElements.length + 1);
this.subElements.push(element);
};
Element.prototype.drow = function() {
var self = this;
this.node = jQuery("<div></div>", {
class: "element",
text: this.content,
css: {
top: self.y,
left: self.x
}
});
this.container.append(this.node);
var nexLvl = 0;
var lastHeight = nexLvl;
var lastLvl = 0;
var oldIndex = -1;
var outerHeightAndTop = jQuery(self.node).outerHeight() + jQuery(self.node).offset().top;
jQuery.each(this.subElements, function(index, element) {
var height = outerHeightAndTop * (index + 1 + lastLvl);
if (lastHeight != 0) {
height = lastHeight + outerHeightAndTop;
}
if (nexLvl != 0) {
oldIndex = index;
height = height + ((jQuery(self.node).outerHeight()) * nexLvl);
lastLvl = nexLvl;
}
lastHeight = height;
nexLvl = element.getMaxLevel();
element.x = jQuery(self.node).outerWidth() + jQuery(self.node).offset().left;
element.y = height;
element.drow();
self.connectWith(element);
});
};
Element.prototype.connectWith = function(element) {
var startY = jQuery(this.node).outerHeight() + this.y;
var startX = (jQuery(this.node).outerWidth() / 2) + this.x;
var endY = (jQuery(element.node).outerHeight() / 2) + element.y;
var arrow = new Arrow({
x: startX,
y: startY
}, {
x: element.x,
y: endY
});
arrow.drowIn(this.container);
};
function getLevelOnPosition(index) {
return this.subElements[index].getMaxLevel();
}
Element.prototype.getMaxLevel = function(initLvl) {
var lvl = initLvl || 0;
var maxLvl = lvl;
if (this.subElements.length > 0) {
maxLvl = lvl++;
}
jQuery.each(this.subElements, function(index, element) {
lvl = element.getMaxLevel(lvl);
if (lvl > maxLvl) {
maxLvl = lvl;
}
});
return maxLvl;
}
return Element;
})();
jQuery(document).ready(function() {
var container = jQuery("#container");
var e = new Element({
x: 10,
y: 10,
content: "a1",
$container: container
});
var sube = new Element();
e.addSubElement(sube);
var sube2 = new Element();
sube.addSubElement(sube2);
sube2.addSubElement(new Element());
var e2 = new Element();
e.addSubElement(e2);
e2.addSubElement(new Element());
e.addSubElement(new Element());
e.drow();
});
#container {
position: relative;
}
#container > .element {
position: absolute;
border: 1px solid black;
background-color: gray;
color: white;
padding: 2px;
z-index: 10;
}
#container > .arrowContainer {
position: absolute;
}
#container > .arrowContainer > .line {
position: absolute;
z-index: 50;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
<div id="container"></div>

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