Generate one percent width every second - javascript

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>

Related

How to add a game menu

I am trying to add a generic game menu with "start" to initiate the game. How do I go about doing this? Here is the code:
var LEFT_KEY = 37;
var UP_KEY = 38;
var RIGHT_KEY = 39;
var DOWN_KEY = 40;
var SPACE_KEY = 32;
var HERO_MOVEMENT = 3;
var lastLoopRun = 0;
var score = 0;
var iterations = 0;
var controller = new Object();
var enemies = new Array();
function createSprite(element, x, y, w, h) {
var result = new Object();
result.element = element;
result.x = x;
result.y = y;
result.w = w;
result.h = h;
return result;
}
function toggleKey(keyCode, isPressed) {
if (keyCode == LEFT_KEY) {
controller.left = isPressed;
}
if (keyCode == RIGHT_KEY) {
controller.right = isPressed;
}
if (keyCode == UP_KEY) {
controller.up = isPressed;
}
if (keyCode == DOWN_KEY) {
controller.down = isPressed;
}
if (keyCode == SPACE_KEY) {
controller.space = isPressed;
}
}
function intersects(a, b) {
return a.x < b.x + b.w && a.x + a.w > b.x && a.y < b.y + b.h && a.y + a.h > b.y;
}
function ensureBounds(sprite, ignoreY) {
if (sprite.x < 20) {
sprite.x = 20;
}
if (!ignoreY && sprite.y < 20) {
sprite.y = 20;
}
if (sprite.x + sprite.w > 480) {
sprite.x = 480 - sprite.w;
}
if (!ignoreY && sprite.y + sprite.h > 480) {
sprite.y = 480 - sprite.h;
}
}
function setPosition(sprite) {
var e = document.getElementById(sprite.element);
e.style.left = sprite.x + 'px';
e.style.top = sprite.y + 'px';
}
function handleControls() {
if (controller.up) {
hero.y -= HERO_MOVEMENT;
}
if (controller.down) {
hero.y += HERO_MOVEMENT;
}
if (controller.left) {
hero.x -= HERO_MOVEMENT;
}
if (controller.right) {
hero.x += HERO_MOVEMENT;
}
if (controller.space) {
var laser = getFireableLaser();
if (laser) {
laser.x = hero.x + 9;
laser.y = hero.y - laser.h;
}
}
ensureBounds(hero);
}
function getFireableLaser() {
var result = null;
for (var i = 0; i < lasers.length; i++) {
if (lasers[i].y <= -120) {
result = lasers[i];
}
}
return result;
}
function getIntersectingLaser(enemy) {
var result = null;
for (var i = 0; i < lasers.length; i++) {
if (intersects(lasers[i], enemy)) {
result = lasers[i];
break;
}
}
return result;
}
function checkCollisions() {
for (var i = 0; i < enemies.length; i++) {
var laser = getIntersectingLaser(enemies[i]);
if (laser) {
var element = document.getElementById(enemies[i].element);
element.style.visibility = 'hidden';
element.parentNode.removeChild(element);
enemies.splice(i, 1);
i--;
laser.y = -laser.h;
score += 100;
} else if (intersects(hero, enemies[i])) {
gameOver();
} else if (enemies[i].y + enemies[i].h >= 500) {
var element = document.getElementById(enemies[i].element);
element.style.visibility = 'hidden';
element.parentNode.removeChild(element);
enemies.splice(i, 1);
i--;
}
}
}
function gameOver() {
var element = document.getElementById(hero.element);
element.style.visibility = 'hidden';
element = document.getElementById('gameover');
element.style.visibility = 'visible';
}
function showSprites() {
setPosition(hero);
for (var i = 0; i < lasers.length; i++) {
setPosition(lasers[i]);
}
for (var i = 0; i < enemies.length; i++) {
setPosition(enemies[i]);
}
var scoreElement = document.getElementById('score');
scoreElement.innerHTML = 'SCORE: ' + score;
}
function updatePositions() {
for (var i = 0; i < enemies.length; i++) {
enemies[i].y += 4;
enemies[i].x += getRandom(7) - 3;
ensureBounds(enemies[i], true);
}
for (var i = 0; i < lasers.length; i++) {
lasers[i].y -= 12;
}
}
function addEnemy() {
var interval = 50;
if (iterations > 1500) {
interval = 5;
} else if (iterations > 1000) {
interval = 20;
} else if (iterations > 500) {
interval = 35;
}
if (getRandom(interval) == 0) {
var elementName = 'enemy' + getRandom(10000000);
var enemy = createSprite(elementName, getRandom(450), -40, 35, 35);
var element = document.createElement('div');
element.id = enemy.element;
element.className = 'enemy';
document.children[0].appendChild(element);
enemies[enemies.length] = enemy;
}
}
function getRandom(maxSize) {
return parseInt(Math.random() * maxSize);
}
function loop() {
if (new Date().getTime() - lastLoopRun > 40) {
updatePositions();
handleControls();
checkCollisions();
addEnemy();
showSprites();
lastLoopRun = new Date().getTime();
iterations++;
}
setTimeout('loop();', 2);
}
document.onkeydown = function(evt) {
toggleKey(evt.keyCode, true);
};
document.onkeyup = function(evt) {
toggleKey(evt.keyCode, false);
};
var hero = createSprite('hero', 250, 460, 20, 20);
var lasers = new Array();
for (var i = 0; i < 3; i++) {
lasers[i] = createSprite('laser' + i, 0, -120, 2, 50);
}
loop();
#hero {
/* background: #ff0000; */
background-image: url("man-of-space.png");
width: 40px;
height: 40px;
position: absolute;
}
#background {
background-image: url("space.png");
/* background: #000000; */
width: 500px;
height: 500px;
position: absolute;
left: 0px;
top: 0px;
}
.laser {
background: #00ff00;
width: 2px;
height: 50px;
position: absolute;
}
.enemy {
background-image: url("spaceship.png");
background-size: 40px 40px;
width: 40px;
height: 40px;
position: absolute;
}
#score {
color: #ffffff;
font-size: 18pt;
position: absolute;
left: 20px;
top: 20px;
}
#gameover {
color: #ff0000;
font-size: 20px;
position: absolute;
left: 160px;
top: 200px;
visibility: hidden;
}
<div id="background"></div>
<div id="hero"></div>
<div class="laser" id="laser0"></div>
<div class="laser" id="laser1"></div>
<div class="laser" id="laser2"></div>
<div id="score"></div>
<div id="gameover">GAME OVER</div>
You could wrap your game UI in a <div id="game" style="display: none;"> element so it will be hidden when the page is loaded. Then wrap your start menu in a <div id="startMenu"> element with a <button id="startButton">Start</button> that will be used to hide the start menu and show the game UI.
In your JS code you could wrap your game in a function so it can be started when you call it.
HTML:
<div id="startMenu">
<button id="startButton">Start</button>
</div>
<div id="game" style="display: none;">
<div id="background"></div>
<div id="hero"></div>
<div class="laser" id="laser0"></div>
<div class="laser" id="laser1"></div>
<div class="laser" id="laser2"></div>
<div id="score"></div>
<div id="gameover">GAME OVER</div>
</div>
JS:
function startGame() {
var LEFT_KEY = 37;
var UP_KEY = 38;
var RIGHT_KEY = 39;
var DOWN_KEY = 40;
var SPACE_KEY = 32;
var HERO_MOVEMENT = 3;
[...Your game code...]
loop();
}
document.getElementById('startButton').onclick = function() {
document.getElementById('startMenu').style.display = "none";
document.getElementById('game').style.display = "";
startGame();
};
Now you have a start menu (<div id="startMenu">) that you can customize however you like, and a game UI (<div id="game">) that will be shown only after the start button is pressed.
Add more HTML would be my suggestion. Maybe make a div that has all the start screen elements you need in it. When the start function happens, set that div's innerHTML to "".
Example:
document.getElementById('yourDivIdHere').innerHTML = '';

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.

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 can I use requestAnimationFrame along with setInterval?

See the following snippet of code.
It creates a loader on click of a button. But the animation is not smooth.
I have recently read about requestAnimationFrame function which can do this job. But how can I use it to replace setInterval altogether since there is no way to specify time in requestAnimationFrame function.
Can it be used in conjunction with setInterval ?
let idx = 1;
const timetoEnd = 5000;
function ProgressBar(width){
this.width = width || 0;
this.id = `pBar-${idx++}`;
this.create = () => {
let pBar = document.createElement('div');
pBar.id = this.id;
pBar.className = `p-bar`;
pBar.innerHTML = `<div class="loader"></div>`;
return pBar;
};
this.animator = () => {
let element = document.querySelector(`#${(this.id)} div`);
if(this.width < 100){
this.width++;
element.style.width = `${this.width}%`;
} else {
clearInterval(this.interval);
}
};
this.animate = () => {
this.interval = setInterval(this.animator, timetoEnd/100);
}
}
function addLoader (){
let bar1 = new ProgressBar(40);
let container = document.querySelector("#container");
container.appendChild(bar1.create());
bar1.animate();
}
.p-bar{
width: 400px;
height: 20px;
background: 1px solid #ccc;
margin: 10px;
overflow:hidden;
border-radius: 4px;
}
.p-bar .loader{
width: 0;
background: #1565C0;
height: 100%;
}
<input type="button" value="Add loader" onclick="addLoader()" />
<div id="container"></div>
You are right, requestAnimationFrame is the recommended way to avoid UI jam when doing animation.
You can remember the absolute starting time at start instead of trying to do this at each frame. Then it's just a matter of computing a width based on the delta time between start and current time.
Also, document.querySelector is considered a relatively "heavy" operation so I added this.element to avoid doing it at each frame.
Here is how to new width is computed: ((100 - this.startWidth) / timetoEnd) * deltaT + this.startWidth
100 - this.startWidth is the total amount of width we have to animate
(100 - this.startWidth) / timetoEnd is how much width each second must add to (1)
((100 - this.startWidth) / timetoEnd) * deltaT is how much width we have to add to (1)
We just have to shift the whole thing this.startWidth px to have the frame's width
Also notice that some of this computation is constant and do not have to be computed on each frame, which I left as an exercise :)
Here is your slightly adapted code:
let idx = 1;
const timetoEnd = 5000;
function ProgressBar(startWidth){
this.startWidth = startWidth || 0;
this.id = `pBar-${idx++}`;
this.create = () => {
let pBar = document.createElement('div');
pBar.id = this.id;
pBar.className = `p-bar`;
pBar.innerHTML = `<div class="loader"></div>`;
return pBar;
};
this.animator = () => {
const deltaT = Math.min(new Date().getTime() - this.start, timetoEnd);
if(deltaT < timetoEnd){
const width = ((100 - this.startWidth) / timetoEnd) * deltaT + this.startWidth;
this.element.style.width = `${width}%`;
requestAnimationFrame(this.animator.bind(this))
}
};
this.animate = () => {
this.element = document.querySelector(`#${(this.id)} div`);
this.start = new Date().getTime();
this.animator();
}
}
function addLoader (){
let bar1 = new ProgressBar(40);
let container = document.querySelector("#container");
container.appendChild(bar1.create());
bar1.animate();
}
.p-bar{
width: 400px;
height: 20px;
background: 1px solid #ccc;
margin: 10px;
overflow:hidden;
border-radius: 4px;
}
.p-bar .loader{
width: 0;
background: #1565C0;
height: 100%;
}
<input type="button" value="Add loader" onclick="addLoader()" />
<div id="container"></div>

JavaScript : animation for a div

I want to animate a div (say height 50 px and width 50 px) from left to right in the browser.
I can share my html css part here:
<!DOCTYPE html>
<html lang="en">
<head>
<style>
.box{
width:100px;
height:100px;
position: absolute;
}
.blue{
background:#00f;
}
.position{
margin-top: 50px;
}
</style>
</head>
<body>
<div class="box blue position" id="move_box"> </div>
<script>
</script>
</body>
</html>
How can I animate the div from left to right according to the condition "moves 10 pixels right and 10 pixels down per second"?
Note: only in JavaScript.
My script:
<script>
var box = document.getElementById('move_box'),
boxPos = 0,
boxLastPos = 0,
boxVelocity = 0.01,
limit = 300,
lastFrameTimeMs = 0,
maxFPS = 60,
delta = 0,
timestep = 1000 / 60,
fps = 60,
framesThisSecond = 0,
lastFpsUpdate = 0,
running = false,
started = false,
frameID = 0;
function update(delta) {
boxLastPos = boxPos;
boxPos += boxVelocity * delta;
// Switch directions if we go too far
if (boxPos >= limit || boxPos <= 0) boxVelocity = -boxVelocity;
}
function draw(interp) {
box.style.left = (boxLastPos + (boxPos - boxLastPos) * interp) + 'px';
box.style.top = (boxLastPos + (boxPos - boxLastPos) * interp) + 'px';
console.log(box.style.top);
}
function panic() {
delta = 0;
}
function begin() {
}
function end(fps) {
/*box.style.backgroundColor = 'blue';*/
}
function stop() {
running = false;
started = false;
cancelAnimationFrame(frameID);
}
function start() {
if (!started) {
started = true;
frameID = requestAnimationFrame(function(timestamp) {
draw(1);
running = true;
lastFrameTimeMs = timestamp;
lastFpsUpdate = timestamp;
framesThisSecond = 0;
frameID = requestAnimationFrame(mainLoop);
});
}
}
function mainLoop(timestamp) {
// Throttle the frame rate.
if (timestamp < lastFrameTimeMs + (1000 / maxFPS)) {
frameID = requestAnimationFrame(mainLoop);
return;
}
delta += timestamp - lastFrameTimeMs;
lastFrameTimeMs = timestamp;
begin(timestamp, delta);
if (timestamp > lastFpsUpdate + 1000) {
fps = 0.25 * framesThisSecond + 0.75 * fps;
lastFpsUpdate = timestamp;
framesThisSecond = 0;
}
framesThisSecond++;
var numUpdateSteps = 0;
while (delta >= timestep) {
update(timestep);
delta -= timestep;
if (++numUpdateSteps >= 240) {
panic();
break;
}
}
draw(delta / timestep);
end(fps);
frameID = requestAnimationFrame(mainLoop);
}
start();
</script>
Check that:
var i = 1;
var div = document.getElementById('move_box');
function myLoop() {
setTimeout(function() {
div.style.top = i * 10 + 'px'
div.style.left = i * 10 + 'px'
i++;
if (i < 5) {
myLoop();
}
}, 1000)
}
myLoop(); // start the loop
.box {
width: 100px;
height: 100px;
position: absolute;
top: 0;
left: 0;
}
.blue {
background: #00f;
}
.position {
margin-top: 50px;
}
<div class="box blue position" id="move_box"> </div>
JSFiddle

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