I want to use 3 different animations within a slideshow. For the slideshow I used the uikit (front-end framework developed in LESS & SASS based on html, css, javascript and jQuery) and I embedded the animations which were created in Adobe Animate CC in an iframe.
Everything works perfect, but the problem is that all 3 animations are loading on the same time. Because all of them include sound elements I can hear 3 different sounds while only the first animation is visible.
Is it possible to define something for the animations itself that the animation timeline starts playing only when the animation is visible?
Let me show a code snippet, maybe this will explain my problem:
Codesnippet
This is the first coding part of the slideshow. The file 'slide01.html' is the first animation, which is displayed to the user directly. Further in the code there is also a slide02.html and slide03.html which are also animations. So I did not build a whole slideshow in Adobe Animate CC, but I created 3 different animations, which are implemented separately. So there are 3 different html files within an iframe, which starts playing once the whole website is completely loaded.
You can try to create Animation using Java Script
function myMove() {
var elem = document.getElementById("myAnimation");
var pos = 0;
var id = setInterval(frame, 10);
function frame() {
if (pos == 350) {
clearInterval(id);
} else {
pos++;
elem.style.top = pos + 'px';
elem.style.left = pos + 'px';
}
}
}
<!DOCTYPE html>
<html>
<style>
#myContainer {
width: 400px;
height: 400px;
position: relative;
background: yellow;
}
#myAnimation {
width: 50px;
height: 50px;
position: absolute;
background-color: red;
}
</style>
<body>
<p>
<button onclick="myMove()">Click Me</button>
</p>
<div id ="myContainer">
<div id ="myAnimation"></div>
</div>
<script>
function myMove() {
var elem = document.getElementById("myAnimation");
var pos = 0;
var id = setInterval(frame, 10);
function frame() {
if (pos == 350) {
clearInterval(id);
} else {
pos++;
elem.style.top = pos + 'px';
elem.style.left = pos + 'px';
}
}
}
</script>
</body>
</html>
Related
Question: WHAT THE "myMove()" METHOD DOES? Can you explain it?
#myContainer {
width: 400px;
height: 400px;
position: relative;
background: yellow;
}
#myAnimation {
width: 50px;
height: 50px;
position: absolute;
background-color: red;
}
Click Me
function myMove() {
var elem = document.getElementById("myAnimation");
var pos = 0;
var id = setInterval(frame, 10);
function frame() {
if (pos == 350) {
clearInterval(id);
} else {
pos++;
elem.style.top = pos + 'px';
elem.style.left = pos + 'px';
}
}
}
Quick note: In this answer, I'll be assuming the final question reads:
What does the `myMove()` method do?
Let's first take a look at the variables:
var elem = document.getElementById("myAnimation");
var pos = 0;
var id = setInterval(frame, 10);
The variable elem refers to the red box which is being moved across the canvas (a div element). We set the pos tick variable to 0, which will control how many times we will move the box across the screen. Finally, id refers to a setInterval function which calls the defined frame function every 10 milliseconds.
Now let's look at the function frame:
function frame() {
if (pos == 350) {
clearInterval(id);
} else {
pos++;
elem.style.top = pos + 'px';
elem.style.left = pos + 'px';
}
}
First, it runs a quick check to see if the ticks are done, or in other words, checks to see if the position is 350. Then, if it is, it stops the loop. If it is not, it makes the box move down 1 pixel by setting the position from the top to the pos variable.
All of this code is contained within the myMove() function.
I ran across an issue where my code worked just fine in Chrome but in Safari it began to stutter. I read somewhere that "Safari caps intervals at 1000ms and then adds its own exponential delay, doubling every iteration." That being said I am trying to change my code to work both on Safari and Chrome using requestAnimationFrame but am having issues wrapping my head around the subject.
Essentially what I am trying to do is ease a div across a page with each click using requestAnimationFrame instead of setInterval.
Any guidance would be appreciated.
Here is the Javascript:
let progressAvatar = document.querySelector('.box');
progressAvatar.addEventListener('click', checkClick);
var clicks = 0;
function checkClick() {
clicks += 1;
if (clicks == 1) {
startingLocationOfAvatar();
} else if (clicks == 2) {
locationOfAvatar();
}
}
function startingLocationOfAvatar() {
let speed = 10;
// Initial location of Avatar
let pos = 0;
// Ending location of Avatar
let progressBarWidthDivided = 53;
let id = setInterval(frame, speed);
function frame() {
if (pos == progressBarWidthDivided) {
clearInterval(id);
} else {
pos++;
progressAvatar.style.marginLeft = pos + "px";
}
}
}
// Move the avatar based on its previous location
function locationOfAvatar() {
let speed = 10;
// Pos becomes last location of movePixels
let pos = 53;
let id = setInterval(frame, speed);
// movePixels adds last location by its new location
let movePixels = pos * 2;
function frame() {
if (pos == movePixels) {
clearInterval(id);
} else {
pos++;
progressAvatar.style.marginLeft = pos + "px";
}
}
}
Here is the Html:
<div class="box">
</div>
Here is the Css:
.box {
height: 100px;
width: 100px;
background-color:red;
}
Lastly here is a jsfiddle:
Move Div Across Screen
I will let experts answer, but as a 2 weeks coding noob this is what i know, you can compile all individual animation functions into a grand Animation function. And call that function with request animation frame. Trying to make a sensible game myself, i have totally given up on manipulating css values and coding in pure Javascript.
Note, dependent where you will put your mini-functions - the photos/graphical items will display either on top or under eachother visually.
It should look something like this:
function drawEverything(){
context.clearRect(0,0,width,height);
context.save();
draw();
draw1();
draw2();
context.restore();
requestAnimationFrame(drawEverything);
}
requestAnimationFrame(drawEverything);
Well it seems that I'm having some sort of a problem with Firefox, I've added a logo to my website and styled it through this CSS block:
#splash div.logo > a {
background-image: url("../../---.png");
background-size: 280px;
height: 85px;
width: 280px;
}
When I open the web page with Chrome or any other browser other than Firefox it displays it in the right way,unless I zoomed in it will show a thin line,
while opening the web page from Firefox will show a thin line above the image with or without zooming in.
The Logo is animated through this code:
IndexPage: {
Splash: {
init: function() {
var $splash = $('#splash'),
$logo = $splash.find('#logo'),
frame = 1,
frameCount = 46
framesPerSecond = 50;
function animateLogo() {
var lastTime = 0;
var currTime = new Date().getTime();
// var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var timeToCall = 25;
if (typeof requestAnimationFrame == "undefined")
requestAnimationFrame = function (callback, element) {
return setTimeout(function () { callback(currTime + timeToCall); }, timeToCall);
};
if (frame <= frameCount) {
setTimeout(function() {
requestAnimationFrame(animateLogo, $logo);
$logo.css('background-position', '0 -' + (frame * 85) + 'px');
frame += 1;
}, timeToCall);
// lastTime = currTime + timeToCall;
}
}
$('form.search').on({
close: function() { $splash.removeClass('searching'); },
open: function() { $splash.addClass('searching'); }
});
if ($window.width() >= 532) {
$window.scroll(function() {
var top = $window.scrollTop();
$splash.find('div.logo').css('opacity', top > 150 ? 0 : (150 - top) / 150);
});
}
$window.resize(function() {
if ($splash.width() < 768) {
$logo.css('background-position', '0 0');
} else {
$logo.css('background-position', '0 -3910px');
}
});
if ($window.width() >= 768)
animateLogo();
}
}
}
Any Ideas?
It looks like Firefox does some extrapolation of your image before rendering it (for perf I guess). It calculate the pixel to display using the neighbourhood of the one on your image, and some pixels on the top of your image are near black pixel resulting in a black/grey line.
EDIT: You can disable this behavior using image-rendering: optimizequality; in your CSS.
Snippet to test this:
var frame = 1,
frameCount = 46;
function animateLogo() {
$logo=$('.logo');
var lastTime = 0;
var currTime = new Date().getTime();
var timeToCall = 25;
if (typeof requestAnimationFrame == "undefined") {
requestAnimationFrame = function (callback, element) {
return setTimeout(function () {
callback(currTime + timeToCall);
}, timeToCall);
}
}
if (frame <= frameCount) {
setTimeout(function() {
requestAnimationFrame(animateLogo, $logo);
$logo.css('background-position', '0 -' + (frame * 85) + 'px');
frame += 1;
}, timeToCall);
}
}
.logo {
background-image: 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');
background-size: 280px;
height: 85px;
width: 280px;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class="logo"></div>
<button onclick="frame=0;$('.logo').css('image-rendering','auto');animateLogo()">Without CSS property (default)</button>
<button onclick="frame=0;$('.logo').css('image-rendering','optimizeQuality');animateLogo()">With CSS property</button>
Old answer:
You can separate sprites on your image by a few transparent pixels (or of the color of what is behind your logo) so the effect would not be visible anymore.
Well, if all else fails, you could always attempt to place a div over the thin line. Also try adding a border attribute to your code and set it to 0px solid whatever your background-color is. If all of these don't work, then try adding another border over the red line.
Try loading the image as is in the browser and check if the line is still placed. Also, in Firefox, right-click, choose inspect and see where it points to. For example, the line might be coming from div or some other html element.
i think creating an empty 'content' and using a background to show the image: works nicely in Chrome, Firefox, Safari and IE8+9
.googlePic:before {
content: '';
background: url('../../img/googlePlusIcon.PNG');
margin-top: -6.5%;
padding-right: 53px;
float:right;
height: 19px;
}
you could try if this would fix the issue
I think it just renders the size of image or block incorrectly, I played on your website with the CSS and and it seems that if you change background size to
background-size: 279.8px auto;
it solves the issue.
UPDATE:
As an additional solution, you might wrap the logo in a div, give the div hidden overflow, and then lift the block with your image up to 1px. It will hide the line as well.
Try like this:
#match div.logo > a {
background-image: url("../../---.png");
background-size: 280px;
height: 85px;
width: 280px;
outline: 0;
}
I have a Javascript function which is used to shake the screen for about a second.
function shakeScreen() {
var degrees = 0;
var goal = 0;
var goals = [5,-5,4,-4,3,-4,2,-2,1,-1,0];
function frame() {
if(goals[goal] < 0) {
degrees -= 1;
} else {
degrees += 1;
}
get('body','tag');
current[0].style.transform = 'rotate(' + degrees + 'deg)';
if(degrees === goals[goal]) {
goal += 1;
if(goal === goals.length) {
clearInterval(intervalId);
}
}
}
var intervalId = setInterval(frame,16);
}
Inside my HTML body, my first element has a fixed position. This element is a pop-up that displays messagers to users, and it has a fixed position so it appears in the same position on the screen if the end user has scrolled down or up the page. Here is a snippet of the HTML:
<body>
<div id='fade' onclick="fade('out')"><div id='alert'></div></div>
<!-- more unrelated content -->
Here is the CSS for the specified element above:
#fade {
z-index: 2750;
position: fixed; /*important*/
display: none;
width: 100%;
height: 100%;
margin: 0;
padding: 0;
background-color: rgba(0, 0, 0, 0);
text-align: center;
}
#fade:hover {
cursor: pointer;
}
When the Javascript function shakeScreen() is executed, the fade element gets misaligned and moves to the top of the body rather than remaining in the center of the end user's screen. Here is the JSFiddle: https://jsfiddle.net/turkey3/ug9zx1d2/3/ Scroll down halfway and you'll see a button. Click that button to shake the screen. You'll notice a split second where the fade element starts appearing at the center of the screen, but then it moves to the top after it starts shaking. Also, to see how I want it to be, comment out the shakeScreen function that's inside the setup function and then run the code.
Edit: The fade element is simply a dark background. The alert element is a white box with the message that shows to the user.
Solution
I found out the best method was, rather than rotating the body element, was to wrap all the other code insider a div and shake the division rather than the entire body. After that, the alert message properly showed in the center of the screen. Here is the fixed code: https://jsfiddle.net/turkey3/ug9zx1d2/4/
Here is the HTML wrapped in the div:
<body>
<div id='fade' onclick="fade('out')"><div id='alert'></div></div>
<div id='shake'>
<!-- more unrelated content -->
</div>
And updated JS:
function shakeScreen() {
var degrees = 0;
var goal = 0;
var goals = [5,-5,4,-4,3,-4,2,-2,1,-1,0];
function frame() {
if(goals[goal] < 0) {
degrees -= 1;
} else {
degrees += 1;
}
get('shake','id');
current.style.transform = 'rotate(' + degrees + 'deg)';
if(degrees === goals[goal]) {
goal += 1;
if(goal === goals.length) {
clearInterval(intervalId);
}
}
}
var intervalId = setInterval(frame,16);
}
Trying create an image carousel whose speed relies upon mouse positioning (i.e. if the mouse is close to the edge of the screen it moves fast, directly in the middle it doesn't move etc.) My issue right now being that the image carousel doesn't move at all. Could be a variety of reasons for it not working, but I am not really sure as to why it isn't working or even if this is a 'good' carousel algorithm.
Created a speed function which I am positive needs work, but I will only be able to know that once I see the image carousel actually moving.
Fiddle
JQuery
$(document).ready(function(){
$('.carousel').mousemove(function(e) {
var mpos = e.pageX;
var speed = $(this).getSpeed(mpos);
var dir = $(this).getDir(mpos);
var $ul = $(this).children('ul');
var cwidth = $ul.width();
$('#speed').html(speed);
if(speed != 0) {
if(dir == -1){
$ul.animate({
left: 0
}, speed, 'linear');
}
if(dir == 1){
$ul.animate({
left: -cwidth
}, speed, 'linear');
}
}
});
});
$.fn.getSpeed = function(mpos){
var width = $(this).width();
var center = width/2;
var ps = (mpos-center)/10;
var speed = ps * ps - (width % 100);
if(speed >= 0) return speed;
else return 0;
};
$.fn.getDir = function(mpos){
var width = $(this).width();
var center = width/2;
if(mpos > center) return 1;
else return -1;
};
HTML
<div class="carousel">
<ul>
<li><img src="http://placehold.it/200x200"/></li>
<li><img src="http://placehold.it/200x200"/></li>
.
.
.
<li><img src="http://placehold.it/200x200"/></li>
</ul>
</div>
<div id="speed"></div>
You have to fix your code to actually do what you want, but the main problem of not animating is fixed if you add the following css:
.carousel ul {
position:relative;
left:0px;
always check the documentation if you run into trouble:
http://api.jquery.com/animate/
There are several problems you have here.
First problem you got is, that position "relative" or "absolute" are missing on the ul.
carousel {
position: relative;
width: 100%;
overflow: hidden;
height: 200px;
}
.carousel ul {
position: absolute;
display: block;
list-style: none;
white-space: nowrap;
}
Then you need to stop your animations before starting another:
$ul.stop().animate
But the biggest problem is, that your "speed" is not a real speed at all.
If your speed is "100", it is very fast. This means that the animation will be done within 100 milliseconds! Thats so fast that you cannot see the animation.
So if you are moving your mouse near to the middle of you gallery it's moving fast and on the edges outside it's moving slow.
You could fix your speed by subtracting your actual mpos-value from a maximum-speed:
var speed = ps * ps - (width % 100);
// SPEED FIX
speed = 5000 - (speed * 2);
Here is the fiddle:
http://jsfiddle.net/56rwR/1/
BUT!! this is buggy as hell because is has not a real speed.. only this animation time which is proportional to the ul-width..
I would recommend you to use a script like this here:
http://bxslider.com/examples/ticker
and write an hover event which increases/decreases the speed.