Getting X Y Coordinates into PHP variables on Mouse Click - javascript

The following script moves a ball from one location to another inside a box.
I would like to gather the coordinates of where the mouse is clicked inside this box and convert the X and Y coordinates onclick over to PHP variables so some additional PHP code can process this.
How can this be done please?
<!DOCTYPE html>
<html>
<head>
<title>Move to Click Position</title>
<style type="text/css">
body {
background-color: #FFF;
margin: 30px;
margin-top: 10px;
}
#contentContainer {
width: 550px;
height: 350px;
border: 5px black solid;
overflow: hidden;
background-color: #F2F2F2;
cursor: pointer;
}
#thing {
position: relative;
left: 50px;
top: 50px;
transition: left .5s ease-in, top .5s ease-in;
}
</style>
</head>
<body>
<div id="contentContainer">
<img id="thing" src="//www.kirupa.com/images/smiley_red.png">
</div>
<script src="//www.kirupa.com/prefixfree.min.js"></script>
<script>
var theThing = document.querySelector("#thing");
var container = document.querySelector("#contentContainer");
container.addEventListener("click", getClickPosition, false);
function getClickPosition(e) {
var parentPosition = getPosition(e.currentTarget);
var xPosition = e.clientX - parentPosition.x - (theThing.clientWidth / 2);
var yPosition = e.clientY - parentPosition.y - (theThing.clientHeight / 2);
theThing.style.left = xPosition + "px";
theThing.style.top = yPosition + "px";
}
// Helper function to get an element's exact position
function getPosition(el) {
var xPos = 0;
var yPos = 0;
while (el) {
if (el.tagName == "BODY") {
// deal with browser quirks with body/window/document and page scroll
var xScroll = el.scrollLeft || document.documentElement.scrollLeft;
var yScroll = el.scrollTop || document.documentElement.scrollTop;
xPos += (el.offsetLeft - xScroll + el.clientLeft);
yPos += (el.offsetTop - yScroll + el.clientTop);
} else {
// for all other non-BODY elements
xPos += (el.offsetLeft - el.scrollLeft + el.clientLeft);
yPos += (el.offsetTop - el.scrollTop + el.clientTop);
}
el = el.offsetParent;
}
return {
x: xPos,
y: yPos
};
}
</script>
</body>
</html>
I can then process these in the other script I have.
If someone can explain how this can be achieved it would be greatly appreciated.
Thanks

I have looked through and found a solution if anyone is after doing the same thing.
<!DOCTYPE html>
<html>
<head>
<title>Move to Click Position</title>
<style type="text/css">
body {
background-color: #FFF;
margin: 30px;
margin-top: 10px;
}
#contentContainer {
width: 614px;
height: 864px;
border: 5px black solid;
overflow: hidden;
background: url(Sample-Contract-Agreement-Letter.jpg) top left no-repeat;
background-color: #F2F2F2;
cursor: pointer;
}
#thing {
position: relative;
left: 50px;
top: 50px;
transition: left .5s ease-in, top .5s ease-in;
}
</style>
</head>
<body>
<div id="contentContainer">
<img id="thing" src="//www.kirupa.com/images/smiley_red.png">
</div>
<script src="//www.kirupa.com/prefixfree.min.js"></script>
<script>
var theThing = document.querySelector("#thing");
var container = document.querySelector("#contentContainer");
container.addEventListener("click", getClickPosition, false);
function getClickPosition(e) {
var parentPosition = getPosition(e.currentTarget);
var xPosition = e.clientX - parentPosition.x - (theThing.clientWidth / 2);
var yPosition = e.clientY - parentPosition.y - (theThing.clientHeight / 2);
document.getElementById('myField1').value = xPosition;
document.getElementById('myField2').value = yPosition;
theThing.style.left = xPosition + "px";
theThing.style.top = yPosition + "px";
}
// Helper function to get an element's exact position
function getPosition(el) {
var xPos = 0;
var yPos = 0;
while (el) {
if (el.tagName == "BODY") {
// deal with browser quirks with body/window/document and page scroll
var xScroll = el.scrollLeft || document.documentElement.scrollLeft;
var yScroll = el.scrollTop || document.documentElement.scrollTop;
xPos += (el.offsetLeft - xScroll + el.clientLeft);
yPos += (el.offsetTop - yScroll + el.clientTop);
} else {
// for all other non-BODY elements
xPos += (el.offsetLeft - el.scrollLeft + el.clientLeft);
yPos += (el.offsetTop - el.scrollTop + el.clientTop);
}
el = el.offsetParent;
}
return {
x: xPos,
y: yPos
};
}
</script>
<form action="test.php" method="post">
<input type=”hidden” value="" id="myField1" name="myField1">
<input type=”hidden” value="" id="myField2" name="myField2">
<input type="submit" value="Submit">
</form>
</body>
</html>

Related

The image zoom magnifier effect does not work properly in Angular

I created an image zoom magnifier effect in angular9. I followed this link of all code. https://codepen.io/piclaunch/pen/QrLWNx
When I run my application, it's magnifier zoom effect does nothing like the above runnable code demonstration.
Here is my code:-
<app-home></app-home>
<br/><br/>
<style>
#media only screen and (min-width: 600px) {
* {box-sizing: border-box;}
.img-zoom-container {
position: relative;
}
.img-zoom-lens {
position: absolute;
border: 1px solid #d4d4d4;
/*set the size of the lens:*/
width: 75px;
height: 75px;
}
.img-zoom-result {
border: 1px solid #d4d4d4;
/*set the size of the result div:*/
width: 300px;
height: 300px;
}
#myhide {
display: none;
}
.img-zoom-container:hover #myhide {
display:block;
}
}
#media only screen and (max-width: 600px) {
.img-zoom-container:hover #myhide {
display:none;
}
.img-zoom-container {
position: relative;
width: 480px;
height: 320px;
overflow: hidden;
}
.imgid {
position: absolute;
top: 0;
left: 0;
}
.imgid img {
-webkit-transition: 0.6s ease;
transition: 0.6s ease;
}
.img-zoom-container:hover .imgid img {
-webkit-transform: scale(1.9);
transform: scale(1.9);
overflow:show;
}
}
</style>
<div class="row container mt-5 mr-5">
<div class="col-3 mr-2">
//other code
</div>
<div class="col-3">
<div class="img-zoom-container" onmousenter="showme(this)">
<span><p class="imgid" style="align:center;"><img id="myimage" src="./assets/Images/1.jpg" srcset="./assets/Images/1.jpg" width="300" height="200"></p></span>
<span id="myhide" style="float: right;
position: absolute;
top: -100px;
left: 300px;
width: auto;
height: 100%;">
<div id="myresult" class="img-zoom-result" onmouseleave="hideme(this)" >
</div></span>
</div>
</div>
<div class="col-6">
//other code
</div>
</div>
<script>
imageZoom("myimage", "myresult");
function imageZoom(imgID, resultID) {
var img, lens, result, cx, cy;
img = document.getElementById(imgID);
result = document.getElementById(resultID);
/*create lens:*/
lens = document.createElement("DIV");
lens.setAttribute("class", "img-zoom-lens");
/*insert lens:*/
img.parentElement.insertBefore(lens, img);
/*calculate the ratio between result DIV and lens:*/
console.log("result.offsetWidth >>>>>", result.offsetWidth ,"lens.offsetWidth>>>>>>>>>>>",lens.offsetWidth);
cx = 300 / lens.offsetWidth;
console.log("result.offsetHeight>>>>>",result.offsetHeight ,"llens.offsetHeighth>>>>>>>>>>>",lens.offsetHeight);
cy = 300 / lens.offsetHeight;
/*set background properties for the result DIV:*/
result.style.backgroundImage = "url('" + img.srcset + "')";
result.style.backgroundSize = (img.width * cx) + "px " + (img.height * cy) + "px";
/*execute a function when someone moves the cursor over the image, or the lens:*/
lens.addEventListener("mousemove", moveLens);
img.addEventListener("mousemove", moveLens);
/*and also for touch screens:*/
lens.addEventListener("touchmove", moveLens);
img.addEventListener("touchmove", moveLens);
// img.addEventListener("mouseenter", bigImg);
function bigImg(x) {
console.log("onmouseenter >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>");
}
function normalImg(x) {
//result.style.display ="none";
console.log(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>onmousLEAVE");
}
function moveLens(e) {
var pos, x, y;
/*prevent any other actions that may occur when moving over the image:*/
e.preventDefault();
/*get the cursor's x and y positions:*/
pos = getCursorPos(e);
/*calculate the position of the lens:*/
x = pos.x - (lens.offsetWidth / 2);
y = pos.y - (lens.offsetHeight / 2);
// console.log("x" , x , "and Y " , y);
/*prevent the lens from being positioned outside the image:*/
if (x > img.width - lens.offsetWidth) {x = img.width - lens.offsetWidth; } //else{img.addEventListener("mouseenter", bigImg); }
if (x < 0) {x = 0;}
if (y > img.height - lens.offsetHeight) {y = img.height - lens.offsetHeight; img.addEventListener("mouseleave", normalImg);}//else{img.addEventListener("mouseenter", bigImg); }
if (y < 0) {y = 0;}
/*set the position of the lens:*/
lens.style.left = x + "px";
lens.style.top = y + "px";
/*display what the lens "sees":*/
result.style.backgroundPosition = "-" + (x * cx) + "px -" + (y * cy) + "px";
}
function getCursorPos(e) {
var a, x = 0, y = 0;
e = e || window.event;
/*get the x and y positions of the image:*/
a = img.getBoundingClientRect();
//console.log("------------------A left" , a );
/*calculate the cursor's x and y coordinates, relative to the image:*/
x = e.pageX - a.left;
y = e.pageY - a.top;
/*consider any page scrolling:*/
x = x - window.pageXOffset;
y = y - window.pageYOffset;
return {x : x, y : y};
}
}
function hideme(x) {
//x.style.display = "none";
}
function showme(x) {
//x.style.display = "block";
}
</script>
<router-outlet></router-outlet>
When I hover the mouse, I find a shadow border on the right side. But this is unexpected. I don't want box-shadow.

Firefox and edge compability issue (Transform RotateX). Chrome is working fine. (JS, CSS and HTML)

I'm trying to recreate the 3D hover-effect likely the Steam cards but i'm having an issue with FF and Edge regarding compatibility. I use the prefixes correctly I think but it doesn't work. Chrome is working fine btw. I have the code running on Sololearn too (https://code.sololearn.com/WaQaFKu9D2er/#html)
Here's the code:
function MoveAround(event) {
var cX = event.clientX;
var cY = event.clientY;
var oL = event.target.offsetLeft;
var oT = event.target.offsetTop;
var oW = event.target.offsetWidth;
var oH = event.target.offsetHeight;
var x = (cX - oL - (oW / 2)) / 5;
var y = ((cY - oT - (oH / 2)) / 5) * -1;
// Added following lines to convert negative values before representation.
while (x < 0) {
x = x + 360;
}
while (x > 360) {
x = x - 360;
}
while (y < 0) {
y = y + 360;
}
while (y > 360) {
y = y - 360;
}
var elem = event.target.style;
elem.width = "300px";
elem.height = "300px";
elem.transform = "rotateX(" + y + "deg) rotateY(" + x + "deg)";
console.log("cX: ", cX, " cY: ", cY, " oL: ", oL, " oT: ", oT, " oW: ", oW, " oH: ", oH, " x: ", x, " y: ", y)
}
body {
margin: 0;
display: flex;
justify-content: center;
align-items: center;
min-height: 500px;
background-color: #382525;
transform: perspective(800px);
transform-style: preserve-3d;
}
#Demo {
position: relative;
width: 200px;
height: 200px;
border: 7px solid white;
background-image: url("https://www.chi.lu/cats/cat.jpg");
background-position: center;
text-align: center;
box-shadow: 0 0 10px 5px rgba(0, 0, 0, 0.3);
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>On Mouse Move</title>
<link rel="stylesheet" type="text/css" href="mousemove.css" />
</head>
<body>
<div id="Demo" onmousemove="MoveAround(event)">
</div>
<script src="mousemove.js"></script>
</body>
</html>
If anyone has an idea what i'm doing wrong, please help me in this matter.
Thank you and best regards,
Claude

Can't use jQuery to override inline style generated by jQuery?

My code is forking this pen, I also include my code in the stack snippet under this post.
what I want to achieve are:
When the cursor is not inside the body, the eyeball would move randomly ( achieved ).
When the cursor enters the body, the eyeball follows the cursor ( achieved ).
When the cursor leaves the body, the eyeball starts moving randomly again ( not achieved ).
I called the function which is used to move the eyeball randomly in on("mouseleave") event, and it does move to a random position but it will immediately go back to the last cursor position, rather than staying at the new position. Can anyone point me to the right direction to fix the problem?
Thanks!
var
mouseOvering = false,
pupil = $("#pupil"),
eyeball = $("#iris"),
eyeposx = 40,
eyeposy = 20,
r = $(pupil).width()/2,
center = {
x: $(eyeball).width()/2 - r,
y: $(eyeball).height()/2 - r
},
distanceThreshold = $(eyeball).width()/2 - r,
mouseX = 0,
mouseY = 0;
$("body").ready( function(){
if ( !mouseOvering ) {
moveRandomly();
}
});
$("body").on('mouseleave', function(){
mouseOvering = false;
moveRandomly();
console.log("mouseleave");
});
$("body").on('mousemove', function(e){
mouseOvering = true;
console.log("mouseovering");
followCursor(e);
});
function moveRandomly() {
var loop = setInterval(function(){
var xp = Math.floor(Math.random()*80);
var yp = Math.floor(Math.random()*80);
pupil.animate({left:xp, top:yp});
}, 3500);
}
function followCursor(e) {
var d = {
x: e.pageX - r - eyeposx - center.x,
y: e.pageY - r - eyeposy - center.y
};
var distance = Math.sqrt(d.x*d.x + d.y*d.y);
if (distance < distanceThreshold) {
mouseX = e.pageX - eyeposx - r;
mouseY = e.pageY - eyeposy - r;
} else {
mouseX = d.x / distance * distanceThreshold + center.x;
mouseY = d.y / distance * distanceThreshold + center.y;
}
var xp = 0, yp = 0;
var loop = setInterval(function(){
// change 1 to alter damping/momentum - higher is slower
xp += (mouseX - xp) / 1;
yp += (mouseY - yp) / 1;
pupil.css({left:xp, top:yp});
}, 2);
}
body {
background-color: #D1D3CF;
}
#container {
display: inline;
height: 400px;
width: 400px;
}
#eyeball {
background: radial-gradient(circle at 100px 100px, #EEEEEE, #000);
height: 300px;
width: 300px;
border-radius: 100%;
position: relative;
}
#iris {
top: 10%;
left: 10%;
background: radial-gradient(circle at 100px 100px, #4DC9EF, #000);
height: 80%;
width: 80%;
border-radius: 100%;
position: absolute;
}
#pupil {
top: 10%;
left: 10%;
background: radial-gradient(circle at 100px 100px, #000000, #000);
height: 55%;
width: 55%;
border-radius: 100%;
position: absolute;
}
#keyframes move {
50% {
transform: translate(-50px, 50px);
}
}
#keyframes move2 {
50% {
transform: translate(-20px, 20px);
}
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<link rel="stylesheet" href="style.css">
</head>
<body>
<div id="container">
<div id="eyeball">
<div id="iris">
<div id="pupil"></div>
</div>
</div>
</div>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.12.4/jquery.min.js"></script>
<script src="script.js"></script>
</body>
</html>
With Javascript you can only track where the cursor is on the webpage. If you shift your cursor outside the body, it's not possible for your code to know where the cursor is.
This is the reason the eye tracking your cursor stops moving when you move your cursor outside the window.
The problem is that once the followcursor function was started it kept on moving back to the last known mouse position, even after the mouse had left the body. I just put a check on your mouseOvering variable inside your followcursor function:
var
mouseOvering = false,
pupil = $("#pupil"),
eyeball = $("#iris"),
eyeposx = 40,
eyeposy = 20,
r = $(pupil).width()/2,
center = {
x: $(eyeball).width()/2 - r,
y: $(eyeball).height()/2 - r
},
distanceThreshold = $(eyeball).width()/2 - r,
mouseX = 0,
mouseY = 0;
$("body").ready( function(){
if ( !mouseOvering ) {
moveRandomly();
}
});
$("body").on('mouseleave', function(){
mouseOvering = false;
console.log("mouseleave");
});
$("body").on('mousemove', function(e){
mouseOvering = true;
console.log("mouseovering");
followCursor(e);
});
function moveRandomly() {
var loop = setInterval(function(){
var xp = Math.floor(Math.random()*80);
var yp = Math.floor(Math.random()*80);
if (!mouseOvering) {
pupil.animate({left:xp, top:yp});
}
}, 3500);
}
function followCursor(e) {
var d = {
x: e.pageX - r - eyeposx - center.x,
y: e.pageY - r - eyeposy - center.y
};
var distance = Math.sqrt(d.x*d.x + d.y*d.y);
if (distance < distanceThreshold) {
mouseX = e.pageX - eyeposx - r;
mouseY = e.pageY - eyeposy - r;
} else {
mouseX = d.x / distance * distanceThreshold + center.x;
mouseY = d.y / distance * distanceThreshold + center.y;
}
var xp = 0, yp = 0;
var loop = setInterval(function(){
// change 1 to alter damping/momentum - higher is slower
xp += (mouseX - xp) / 1;
yp += (mouseY - yp) / 1;
if (mouseOvering) {
pupil.css({left:xp, top:yp});
}
}, 2);
}
body {
background-color: #D1D3CF;
}
#container {
display: inline;
height: 400px;
width: 400px;
}
#eyeball {
background: radial-gradient(circle at 100px 100px, #EEEEEE, #000);
height: 300px;
width: 300px;
border-radius: 100%;
position: relative;
}
#iris {
top: 10%;
left: 10%;
background: radial-gradient(circle at 100px 100px, #4DC9EF, #000);
height: 80%;
width: 80%;
border-radius: 100%;
position: absolute;
}
#pupil {
top: 10%;
left: 10%;
background: radial-gradient(circle at 100px 100px, #000000, #000);
height: 55%;
width: 55%;
border-radius: 100%;
position: absolute;
}
#keyframes move {
50% {
transform: translate(-50px, 50px);
}
}
#keyframes move2 {
50% {
transform: translate(-20px, 20px);
}
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<link rel="stylesheet" href="style.css">
</head>
<body>
<div id="container">
<div id="eyeball">
<div id="iris">
<div id="pupil"></div>
</div>
</div>
</div>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.12.4/jquery.min.js"></script>
<script src="script.js"></script>
</body>
</html>

Problems with dragging element in chrome

These are my javascript, css, and html files for simple web page for dragging an element and putting it into the container(div) :
var xContainer;
var yContainer
var insideFirst = false;
$(window).load(
function() {
xContainer = $("#center").offset().left;
yContainer = $("#center").offset().top;
console.log("ready");
$("#center").on("click", function(event) {
console.log(event);
});
$("#center").droppable();
$("#firstID").draggable({
cursor : 'move',
revert: "invalid"
});
$("#firstID").mousedown(function() {
isDragging = false;
}).mousemove(
function() {
isDragging = true;
var x = $("#firstID").offset().left;
var y = $("#firstID").offset().top;
xContainer = $("#center").offset().left;
yContainer = $("#center").offset().top;
var xPosition = (x - xContainer).toFixed(2);
var yPosition = (y - yContainer).toFixed(2);
console.log("center:" + xContainer);
console.log("x:" + x);
console.log("difference: "+(x-xContainer));
/*
* if (x < 750 && y < 750) {
* $("#firstID").css('background','#ffffff') }
*/
if (xPosition >= 0.0 && yPosition >= 0.0
&& xPosition <= 500.0 && yPosition <= 200.0) {
$("#xPosition").val("x:" + xPosition);
$("#yPosition").val("y:" + yPosition);
$("#firstID").css('background', '#e4e4e4')
$('#firstID').draggable({containment : [xContainer,yContainer,xContainer+500,yContainer+200.0] });
} else {
//$("#xPosition").val("GO IN!!!");
//$("#yPosition").val("GO IN!!!");
$("#firstID").css('background', '#d1f1fc')
}
}).mouseup(function() {
var wasDragging = isDragging;
isDragging = false;
if (!wasDragging) {
console.log("clicked");
}
});
$("#secondID").draggable({
cursor : 'move'
});
$("#secondID").mousedown(function() {
isDragging = false;
}).mousemove(function() {
isDragging = true;
var x = $("#secondID").offset().left;
var y = $("#secondID").offset().top;
// $("#text-x").val ("x:"+x);
// $("#text-y").val ("y:"+y);
}).mouseup(function() {
var wasDragging = isDragging;
isDragging = false;
if (!wasDragging) {
console.log("clicked");
}
});
$("#secondID").dblclick(function() {
rotation += 90;
$(this).rotate(rotation);
});
});
jQuery.fn.rotate = function(degrees) {
$(this).css({
'-webkit-transform' : 'rotate(' + degrees + 'deg)',
'-moz-transform' : 'rotate(' + degrees + 'deg)',
'-ms-transform' : 'rotate(' + degrees + 'deg)',
'transform' : 'rotate(' + degrees + 'deg)'
});
return $(this);
};
var rotation = 0;
var isDragging = false;
body {
height: 100%;
background-color: #e4e4e4;
}
#firstID {
width: 100px;
height: 100px;
margin: 0 auto;
border-style: groove;
background-color: #d1f1fc;
color: black;
position: relative;
text-align: center;
z-index: 99;
}
#secondID {
width: 100px;
height: 50px;
margin: 0 auto;
color: black;
border-style: groove;
position: relative;
background-color: #d1f1fc;
text-align: center;
z-index: 99;
}
#center {
width: 600px;
height: 300px;
position: relative;
margin: 0 auto;
border-style: groove;
background-color: #c0c0c0;
}
/* If in mobile screen with maximum width 479px. The iPhone screen resolution is 320x480 px (except iPhone4, 640x960) */
#media only screen and (max-width: 479px) {
#center{
width: 50%;
height : 50%;
}
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<script src="http://code.jquery.com/ui/1.9.2/jquery-ui.js"></script>
<html>
<head>
<link rel="stylesheet" type="text/css" href="drag.css">
</head>
<body>
<input type="text" id="xPosition" value="x:0">
<input type="text" id="yPosition" value="y:0">
<div id="firstID" >MJ</div>
<div id="secondID" >MJ</div>
<div id="center">
</div>
</body>
</html>
The code is not finished, so the logic works with only a square, not rectangle.
What i need is to drag square element into the container on the page and make it stay inside it, with no possibility to leave it. That works fine in Mozilla, but in Chrome, i have problems with dragging the square after entering container. When i click on it and try to drag it, it moves far to the right side of the page. Why is that happening only in Chrome?

JQuery Parallax Background moving with mouseover

I have implemented horizontal parallax background following this tutorial.
I want to have the same effect vertically . Please Help.
This is my code so far,
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Untitled Document</title>
<link rel="stylesheet" type="text/css" href="style.css" />
<script src="http://code.jquery.com/jquery-latest.min.js" type="text/javascript"></script>
<script>
var currentX = '';
var movementConstant = .015;
$(document).mousemove(function(e) {
if(currentX == '') currentX = e.pageX;
var xdiff = e.pageX - currentX;
currentX = e.pageX;
$('.parallax div').each(function(i, el) {
var movement = (i + 1) * (xdiff * movementConstant);
var newX = $(el).position().left + movement;
$(el).css('left', newX + 'px');
});
});
</script>
<style>
.parallax {
position: absolute;
width: 100%;
height: 800px;
overflow: hidden;
left: 0;
}
.water {
position: absolute;
width: 100%;
height: 800px;
left:0;
background-repeat: no-repeat;
background-position: top center;
}
.water-layer1 {
background-image: url(water-layer-1.png);
}
.water-layer2 {
background-image: url(water-layer-2.png);
}
.water-layer3 {
background-image: url(water-layer-3.png);
}
.water-layer4 {
background-image: url(water-layer-4.png);
}
</style>
</head>
<body>
<div class="parallax">
<div class="water water-layer4"></div>
<div class="water water-layer3"></div>
<div class="water water-layer2"></div>
<div class="water water-layer1"></div>
</div>
</body>
</html>
I'm on mobile so I can't test... try this:
<script>
var currentY = '';
var movementConstant = .015;
$(document).mousemove(function(e) { if(currentY == '') currentY = e.pageY;
var ydiff = e.pageY - currentY;
currentY = e.pageY;
$('.parallax div').each(function(i, el) { var movement = (i + 1) * (ydiff * movementConstant);
var newY = $(el).position().top + movement; $(el).css('top', newY + 'px'); }); });
</script>

Categories