var positioner = 0;
var ames = setInterval(animate, 200);
function animate() {
if(positioner <= 1000){
document.getElementsByTagName('img')[0].style.backgroundPosition='-'+positioner+'px';
positioner += 256;
} else {
document.getElementsByTagName('img')[0].style.backgroundPosition='-'+positioner+'px';
positioner = 0;
}
}
img {
background-image: url('https://cdn-images-1.medium.com/max/1600/1*WhDjw8GiV5o0flBXM4LXEw.png');
background-repeat: no-repeat;
}
<img width="256px" height="256px" onmouseover="animate()"/>
That was my code and currently it's moving automatically and i want to make it just moving onMouseOver! In my opinion, if the setInterval can be put inside that animate() function then this problem will be solved but how to put setInterval inside function??
Here you go, the best way is to handle the mouseOver and mouseOut as listeners and store the setInterval in a variable so you can clear it latter.
var positioner = 0;
var ames;
var img = document.getElementsByTagName('img');
img[0].addEventListener('mouseover', () => {
ames = setInterval(animate, 200);
});
img[0].addEventListener('mouseout', () => {
if (ames)
window.clearInterval(ames);
});
function animate() {
if (positioner <= 1000) {
img[0].style.backgroundPosition='-'+positioner+'px';
positioner += 256;
} else {
img[0].style.backgroundPosition='-'+positioner+'px';
positioner=0;
}
}
img {
background-image: url('https://cdn-images-1.medium.com/max/1600/1*WhDjw8GiV5o0flBXM4LXEw.png');
background-repeat: no-repeat;
}
<img width="256px" height="256px"/>
First of all, animate() is an Element built-in function. If you hover your mouse, you will get some error message in your console.
Mauricio Sipmann's answer works, but he didn't answer your question, 'In my opinion, if the setInterval can be put inside that animate() function then this problem will be solved but how to put setInterval inside function??'.
That's why I give another solution. And my answer is Yes. But Let's rename the animate() to myAnimate() first.
change <img width="256px" height="256px" onmouseover="animate()"/> to <img width="256px" height="256px" onmouseover="myAnimate()"/>
move setInterval() into myAnimate(), but left variable declaration outside.i.e.
var positioner = 0;
var ames;
function myAnimate() {
if (!ames) {
ames = setInterval(myAnimate, 200);
}
if (positioner <= 1000) {
document.getElementsByTagName('img')[0].style.backgroundPosition = '-' + positioner + 'px';
positioner += 256;
} else {
document.getElementsByTagName('img')[0].style.backgroundPosition = '-' + positioner + 'px';
positioner = 0;
}
}
I hope this can help you.
Related
I have created a JavaScript Slideshow, but I don't know how to add the fade effect. Please tell me how to do it, and please tell in JavaScript only, no jQuery!
Code:
var imgArray = [
'img/slider1.jpg',
'img/slider2.jpg',
'img/slider3.jpg'],
curIndex = 0;
imgDuration = 3000;
function slideShow() {
document.getElementById('slider').src = imgArray[curIndex];
curIndex++;
if (curIndex == imgArray.length) { curIndex = 0; }
setTimeout("slideShow()", imgDuration);
}
slideShow();
Much shorter than Ninja's solution and with hardware accelerated CSS3 animation. http://jsfiddle.net/pdb4kb1a/2/ Just make sure that the transition time (1s) is the same as the first timeout function (1000(ms)).
Plain JS
var imgArray = [
'http://placehold.it/300x200',
'http://placehold.it/200x100',
'http://placehold.it/400x300'],
curIndex = 0;
imgDuration = 3000;
function slideShow() {
document.getElementById('slider').className += "fadeOut";
setTimeout(function() {
document.getElementById('slider').src = imgArray[curIndex];
document.getElementById('slider').className = "";
},1000);
curIndex++;
if (curIndex == imgArray.length) { curIndex = 0; }
setTimeout(slideShow, imgDuration);
}
slideShow();
CSS
#slider {
opacity:1;
transition: opacity 1s;
}
#slider.fadeOut {
opacity:0;
}
As an alternative. If you are trying to make a slider.
The usual approach is to animate a frame out and animate a frame in.
This is what makes the slide effect, and the fade effect work. Your example fades in. Which is fine, but maybe not what you really want once you see it working.
If what you really want is to animate images in and ...OUT you need something a little more complex.
To animate images in and out you must use an image element for each, then flip one out and flip one in. The images need to be placed on top of each other in the case of a fade, if you want to slide you lay them beside each other.
Your slideshow function then works the magic, but before you can do that you need to add all those images in your array into the dom, this is called dynamic dom injection and it's really cool.
Make sure you check the fiddle for the full working demo and code it's linked at the bottom.
HTML
<div id="slider">
// ...we will dynamically add your images here, we need element for each image
</div>
JS
var curIndex = 0,
imgDuration = 3000,
slider = document.getElementById("slider"),
slides = slider.childNodes; //get a hook on all child elements, this is live so anything we add will get listed
imgArray = [
'http://placehold.it/300x200',
'http://placehold.it/200x100',
'http://placehold.it/400x300'];
//
// Dynamically add each image frame into the dom;
//
function buildSlideShow(arr) {
for (i = 0; i < arr.length; i++) {
var img = document.createElement('img');
img.src = arr[i];
slider.appendChild(img);
}
// note the slides reference will now contain the images so we can access them
}
//
// Our slideshow function, we can call this and it flips the image instantly, once it is called it will roll
// our images at given interval [imgDuration];
//
function slideShow() {
function fadeIn(e) {
e.className = "fadeIn";
};
function fadeOut(e) {
e.className = "";
};
// first we start the existing image fading out;
fadeOut(slides[curIndex]);
// then we start the next image fading in, making sure if we are at the end we restart!
curIndex++;
if (curIndex == slides.length) {
curIndex = 0;
}
fadeIn(slides[curIndex]);
// now we are done we recall this function with a timer, simple.
setTimeout(function () {
slideShow();
}, imgDuration);
};
// first build the slider, then start it rolling!
buildSlideShow(imgArray);
slideShow();
Fiddle:
http://jsfiddle.net/f8d1js04/2/
you can use this code
var fadeEffect=function(){
return{
init:function(id, flag, target){
this.elem = document.getElementById(id);
clearInterval(this.elem.si);
this.target = target ? target : flag ? 100 : 0;
this.flag = flag || -1;
this.alpha = this.elem.style.opacity ? parseFloat(this.elem.style.opacity) * 100 : 0;
this.elem.si = setInterval(function(){fadeEffect.tween()}, 20);
},
tween:function(){
if(this.alpha == this.target){
clearInterval(this.elem.si);
}else{
var value = Math.round(this.alpha + ((this.target - this.alpha) * .05)) + (1 * this.flag);
this.elem.style.opacity = value / 100;
this.elem.style.filter = 'alpha(opacity=' + value + ')';
this.alpha = value
}
}
}
}();
this is how to use it
fadeEffect.init('fade', 1, 50) // fade in the "fade" element to 50% transparency
fadeEffect.init('fade', 1) // fade out the "fade" element
Much shorter answer:
HTML:
<div class="js-slideshow">
<img src="[your/image/path]">
<img src="[your/image/path]" class="is-shown">
<img src="[your/image/path]">
</div>
Javascript:
setInterval(function(){
var $container = $('.js-slideshow'),
$currentImage = $container.find('.is-shown'),
currentImageIndex = $currentImage.index() + 1,
imagesLength = $container.find('img').length;
$currentImage.removeClass('is-shown');
$currentImage.next('img').addClass('is-shown');
if ( currentImageIndex == imagesLength ) {
$container.find('img').first().addClass('is-shown');
}
}, 5000)
SCSS
.promo-banner {
height: 300px;
width: 100%;
overflow: hidden;
position: relative;
img {
width: 100%;
height: 100%;
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
opacity: 0;
z-index: -10;
transition: all 800ms;
&.is-shown {
transition: all 800ms;
opacity: 1;
z-index: 10;
}
}
}
I have saw the problem
Moving Div Box using javascript
and the top upvote answer is good .
But if I want to get the feacture like CSS3 does ,how can I do?
.cuble{
height: 100px;
width: 100px;
background-color: blue;
transition: all 3s ease-in-out;
}
.cuble:hover{
transform: translateX(500px);
}
<!Doctype html>
<html>
<body>
<div class="cuble">
</div>
</body>
I don't need ease-in-out effect .I just want hover the div once and even if I mouseout the div ,the div will also moving from left to right until the setting time. But the Moving Div Box using javascript don't meet the requirement.
I try to use Promise to achieve the goal ,here is my Javascript code .(anyway,maybe I just want to learn deep about javascript async performance)
var cuble = document.querySelector('.cuble');
cuble.onmouseover = function(e) {
for (var i = 0; i < 100; i++) {
var pixels = 5 * i + "px";
delay(100)
.then(() => cuble.style.marginLeft = pixels)
}
}
function delay(t) {
return new Promise(function(resolve) {
setTimeout(resolve, t)
});
};
How can I fix my Javascript code and meet the requirement?
The issue is you're creating one hundred promises each with a 100ms delay almost instantly, so they all firing almost instantly.
One way to remedy the issue is increase the delay for each subsequent promise. And you also have to pass the corresponding pixels for each resolve. Something like:
var cuble = document.querySelector('.cuble');
cuble.onmouseover = function(e) {
for (var i = 0; i < 100; i++) {
var pixels = 5 * i + "px";
delay(i * 20, pixels)
.then((p) => cuble.style.marginLeft = p)
}
}
function delay(t, pixels) {
return new Promise(function(resolve) {
setTimeout(() => resolve(pixels), t)
});
};
DEMO
An example with no promises and just one function being created and called, instead of creating new function for every step:
var cuble = document.querySelector('.cuble');
cuble.onmouseover = function() {
var left = 0,
ival = setInterval(move, 5);
function move() {
if (left === 500) clearInterval(ival);
cuble.style.marginLeft = left++ + 'px';
}
}
DEMO
I have a page wherein the background image for a particular div keeps changing dynamically. I wanna be able to give some transition effects on the images. The page runs on pure javascript. Here's my code:
var bgArray = ["images/1.jpg", "images/2.jpg", "images/3.jpg"];
var i = 0;
function myFunction() {
setInterval(function() {
if (i == 3) {
i = 0;
}
var urlString = bgArray[i];
var x = document.getElementById("myDiv");
x.style.background = "url(" + bgArray[i] + ") no-repeat";
x.style.backgroundSize = "1366px";
i = i + 1;
}, 6000);
}
myFunction();
Thank you.
#myDiv {
transition: background 1s;
}
HTML code
<div id = "myDiv"></div>
CSS code
#myDiv{
width: <yourDivWidth>;
height: <yourDivHeight>;
background-size: cover;
}
Javascript code
var box = document.getElementById("myDiv");
var imagesList = ["url('images/1.jpg')", "url('images/2.jpg')", "url('images/3.jpg')"];
i = 0;
box.style.backgroundImage = imagesList[i];
function nextImg(){
box.style.backgroundImage = imagesList[i+1];
//box.style.width = "1366px";
//box.style.height = "1366px";
//declare your width and height of div in css and give background-size: cover;.
i = i+1;
if(i == imagesList.length){
i = 0;
box.style.backgroundImage = imagesList[i];
}
}
window.onload = setInterval(nextImg, 6000);
Wait for 6 sec and see the background images changing.
If you want to set background image for the first 6sec also, then you can set that in your CSS.
Comment if u have any doubts.
I have this function
var flakeImage = new Image();
function loadImage(){
flakeImage.onload = drawFlake;
flakeImage.src = "game/snowflake.png";
}
and this one that initialises the image
function initFlake() {
flakex = Math.random()*(WIDTH-140)+70;
flakey = (Math.random()*20)+70;
flakes = Math.random()*40;
}
and this one that updates the image so it will look like it s actually falling
function updateFlake(){
flakey = flakey + 1;
}
and also the draw function
function drawFlake() {
context.drawImage(flakeImage, flakex, flakey, flakes, flakes);
}
I want to make it look like it s snowing in my canvas. I can't use a for loop because it will just modify the same picture . I tried making a big array with the same picture, but in the end I don't get that effect .. because the images have to keep falling randomly . How should I combine an array with that image stored at random positions with an interval to get that effect ?
You can use setInterval().
doSomething: function() {
clearInterval(myInterval);
myInterval = setInterval(function() {
// update flake position
updateFlake();
}, timeInMilliseconds);
},
This runs the function given as a parameter every timeInMilliseconds milliseconds. The setInterval() function returns an ID which you can pass to clearInterval() in order to stop updating.
You can also pass a function directly.
doSomething: function() {
clearInterval(myInterval);
myInterval = setInterval(updateFlake, timeInMilliseconds);
},
EDIT: OP, you can do this just fine without relying on HTML5 canvas, instead use DOM elements:
JS BIN
Javascript:
function update () {
var myInterval = null;
clearInterval(myInterval);
myInterval = setInterval(function() {
// update flake position
$("#holder > img").each(function() {
if ($(this).position().top >= $(window).height())
$(this).remove();
else
$(this).css({top: $(this).position().top+=3});
});
}, 50); //update each of the drawn children
}
function drawFlake() {
clearInterval(myInterval);
var myInterval = null;
myInterval = setInterval(function() {
var randX = (Math.floor((Math.random() * $(window).width()) + 1));
var $img = $('<img>');
$img.attr('src','flake.png');
$("#holder").append($img);
$img.css({left: randX, top: 0, position:'absolute'});
}, 2000); //draw a new flake every 2 seconds
update();
}
HTML:
<body onload="drawFlake()">
<div id="holder"></div>
</body>
CSS:
body {
background: white;
}
#holder {
position: relative;
width: 100%;
height: 100%;
}
I'm trying to make an image that moves to the right on my website. When you click the image, it should move to the left. For now, this doesn't happen, any ideas? If possible, in pure Javascript and no Jquery ;)
Also, if you click the image for a second time, it should move to the right again. Every consecutive time, the image should move to the other side. I guess this would be best with a for-loop?
<script type"text/javascript">
window.onload = init;
var winWidth = window.innerWidth - movingblockobject.scrollWidth; //get width of window
var movingblock = null //object
movingblock.onclick = moveBlockLeft();
function init() {
movingblock = document.getElementById('movingblockobject'); //get object
movingblock.style.left = '0px'; //initial position
moveBlockRight(); //start animiation
}
function moveBlockRight() {
if (parseInt(movingblock.style.left) < winWidth) { // stop function if element touches max window width
movingblock.style.left = parseInt(movingblock.style.left) + 10 + 'px'; //move right by 10px
setTimeout(moveBlockRight,20); //call moveBlockRight in 20 msec
} else {
return;
}
}
function moveBlockLeft () {
movingblock.style.right = parseInt(movingblock.style.right) + 10 + 'px'
}
</script>
Please first go through the Basics of javascript before trying out something .
window.onload = init;
var winWidth = window.innerWidth;
var movingblock = null;
var intervalid = null;
var isLeft = false;
function init() {
console.log('Init');
movingblock = document.getElementById('movingblockobject');
movingblock.style.left = '0px';
intervalid = setInterval(function() {
moveBlock(true);
}, 2000);
movingblock.onclick = function() {
moveBlock(false);
};
}
function moveBlock(isSetInterval) {
if (!isSetInterval)
isLeft = !isLeft;
if (parseInt(movingblock.style.left) < winWidth) {
if (isLeft)
movingblock.style.left = parseInt(movingblock.style.left) - 10 + 'px';
else
movingblock.style.left = parseInt(movingblock.style.left) + 10 + 'px';
} else {
movingblock.style.left = '0px';
}
}
function moveBlockLeft() {
clearInterval(intervalid);
movingblock.style.right = parseInt(movingblock.style.right) + 10 + 'px';
intervalid = setInterval(moveBlockRight, 20);
}
<div id="movingblockobject" style="width:50px;height:50px;border:solid;position: absolute;">
var movingblock = null
this are mistakes you have delclared it as null and next line you are binding click event.Also for assigning click event you should assign the name of the function.
movingblock.onclick = moveBlockLeft;
above is basic bug there are lot like the above.I feel Self learning is much better for basics
try yourself.
try the above it will work but please try yourself
You should CSS3 transition, works like a charm. Just toggle a class "right"
HTML:
<html>
<head>
<style>
#movingblockobject{
width: 40px;
padding: 10px;
position: fixed;
height:10px;
left:0px;
-webkit-transition: left 2s; /* For Safari 3.1 to 6.0 */
transition: left 2s;
}
#movingblockobject.right{
left:200px;
}
</style>
<script src="http://code.jquery.com/jquery-1.11.1.min.js"></script>
<script>
$( document ).ready(function() {
$('#movingblockobject').on('click', function (e) {
$('#movingblockobject').toggleClass("right");
});
});
</script>
</head>
<body>
<div id="movingblockobject" class="demo">add image here</div>
</body>
</html>