Smoothing mouse animation in Javascript - javascript

I am trying to create a simple animation based on my mouse movement. An object that is placed in the center of the screen should pull away from the center based on my mouse movement. But when i try to do that the object jitters around a lot despite the mouse movement being smooth.
I have created a fiddle to show the problem: https://jsfiddle.net/ahof0gLc/
The object is moved as follows when the mouse moves:
animX += event.movementX||event.mozMovementX||event.webkitMovementX||0;
It is then pulled back toward the center like so:
if (animX) animX *= Math.pow(0.99, delta);
I have tried several methods. But because the mouse movement is counteracting the deceleration it jitters a lot. How can I fix this?

Updated with a really hacky spring model. Using mouse over and mouse leave to track mouse.
https://jsfiddle.net/eex3aphm/
You have a fight between your mousemove and your animation.
I changed your mouse movement handler to use a temporary variable to hold the movement:
var pullX = 0;
var onMouseMove = function(event) {
event.preventDefault();
pullX = event.movementX||event.mozMovementX||event.webkitMovementX||0;
};
Then moved the update to the deceleration equation:
animX = (animX + pullX) * Math.pow(0.99, delta);
pullX = 0;
This keeps you from messing with your deceleration on mouse move.
https://jsfiddle.net/r57t7v3o/

Related

Use of absolutePan() to move background image and elements around on canvas with touch event

I am using next code to force content of canvas to follow finger touch movement on screen (drag and drop).
document.addEventListener('touchmove', function(e){
if(e.targetTouches.length ==1) {
var canavasMovex=e.targetTouches[0].pageX-canvasLeftofset-canvas.width/2;
var canavasMovey=e.targetTouches[0].pageY-canvasTopofset-canvas.height/2;
document.getElementById("a").innerHTML= canavasMovex;
document.getElementById("b").innerHTML= canavasMovey;
var delta = new fabric.Point(-canavasMovex,-canavasMovey);
canvas.absolutePan(delta);
canvas.renderAll();
}
}, false);
Note: "-canavasMovex,-canavasMovey" values have the negative sign (I had to use it because otherwise the canvas was moving opposite to finger moment(I think you can ignore this fact and that it has noting to do with offset, which I am trying to solve asking for help here))
I have displacement of position proportional to the distance of touch point from the centre of canvas. If I start the movement pressing from the centre of screen, then displacement is not so notable. But if I start from top corner (for example) I get centre of canvas there in that touch point. From attached drawing I was trying with taking of consideration of "d" parameter (distance of touching point to the centre of canvas), to find right value for the equation for the canvas.absolutePan() function, but no success. Can you help me with this case,pleas? I was trying to use some solutions from browsing the internet to find the way to move canvas content. But then I had lost some of functions of my app because "new" libraries were not interacting correctly with my existing fabric.min.js library. Image info(external rectangle-web page,internal rectangle-canvas): a-canvas offset,b-distance to centre of canvas,c- touch point,d-distance from touch point to centre of canvas. So on the end I am trying to get to accomplish this task in this way.
Malfunction:
Bigger than distance "d" is on starting of dragging , bigger is then the offset. (actuary if I start dragging from canvas corner, canvas content transfers its centre there)
The solution is to get the finger position, calculate the difference to previous position, add difference to the previous position and then finally do the panning.
var canvasMovexoold = 0;
var canvasMoveyoold = 0;
document.addEventListener('touchstart', function(e){
canvasMovexoold = canvasLeftofset+canvas.width/2-e.targetTouches[0].pageX;
canvasMoveyoold =canvasTopofset+canvas.height/2- e.targetTouches[0].pageY;
}, false);
document.addEventListener('touchmove', function(e){
if(e.targetTouches.length ==1) {
var canvasMovexo += canvasLeftofset+canvas.width/2-e.targetTouches[0].pageX-canvasMovexoold ;
var canvasMoveyo +=canvasTopofset+canvas.height/2- e.targetTouches[0].pageY-canvasMoveyoold ;
var delta = new fabric.Point(canvasMovexo,canvasMoveyo);
canvas.absolutePan(delta);
canvasMovexoold = canvasLeftofset+canvas.width/2-e.targetTouches[0].pageX;
canvasMoveyoold =canvasTopofset+canvas.height/2- e.targetTouches[0].pageY;
}
}, false);

how can i increase mouse pointer area in javascript?

I make the game "bugs killer" with mouse pointer, and I use the bottle image on a cursor that spray on bugs,
but the problem is that spray not kill the bugs, when bottle goes on bugs that kill with onclick.
so can any one tell me how can i solve this problem?
how can I increase mouse pointer area in javascript ????
This is the code of spray animation:
<script type="text/javascript">
// for Spray Animation
function clickEffect(e){
var d=document.createElement("div");
d.className="clickEffect";
d.style.top=e.clientY+"px";d.style.left=e.clientX+"px";
document.body.appendChild(d);
d.addEventListener('animationend',function(){d.parentElement.removeChild(a);}.bind(this));}
document.addEventListener('click',clickEffect);
</script>
You can't "increase" the mouse pointer.
What you need to do is implement basic collision detection.
We can't tell you how to do it because there are whole books about this, but here are the steps i'd go through if i wanted a super-simple collision detection.
1) Register a click event and store the mouse position
2) Extend the mouse coordinates to cover a larger surface (for example leftLimit = mouseposition x - 10)
3) Loop through all your bugs or whatever you need to be able to click on. Calculate the space and position they occupy on your screen. If the bug's limit are within the range of the mouse click, destroy it

Moving multiple objects simultaneously in createJS/easelJS

I've been using easelJS within the createJS framework for a project and have enjoyed it a lot until recently hitting a roadblock. I have multiple objects that I'd like to move simultaneously when one of the group is dragged. Here is my current situation:
What I'd like to do is when the red circle is moved, the red crosshairs would also move so that they appear to be "locked" to the circle. The same with the green circle.
I have been able to accomplish something very close to this by adding the circles and crosshairs to a container, as mentioned in the answers to this question:
Easeljs Scrollable Container
But the issue I encounter is that the container is actually a rectangle, such that I can click anywhere between the circle and crosshairs to move the various objects contained within the container. Instead I would like for the objects to be moved only when I click on a circle.
Does anyone have any idea how to accomplish this? Am I correct in thinking this can be accomplished somehow with easelJS containers?
Containers should be fine. You can turn off mouseEnabled on the cross-hair in order to make it ignore the mouse.
You could also just store the offset for each cross-hair/circle, and just set the cross-hair position when the circle moves.
Here is a quick demo:
http://jsfiddle.net/lannymcnie/kah9of6e/
// Set the offset when the circle is pressed
circle.on("mousedown", function(e) {
circle.offset = new createjs.Point(crosshair.x-circle.x, crosshair.y-circle.y);
});
// Add drag and drop to each shape
circle.on("pressmove", handleDrag);
crosshair.on("pressmove", handleDrag);
function handleDrag(e) {
// Move the target to the mouse
e.target.x = e.stageX; e.target.y = e.stageY;
// If the target is the circle, also move the cross-hair
if (e.target == circle) {
// Move the cross-hair
crosshair.x = circle.x + circle.offset.x;
x.y = circle.y + circle.offset.y;
}
}

Masking effect using HTML5 canvas

Using canvas and mousemove I create a masking effect.
Example: FIDDLE
The masking effect works but on fast scrolling performance isn't ideal.
How can I improve the framerate?
I fixed it simply by using the window mouse coordinates, instead of the listener on the canvas (assuming you want the picture to just be black).
http://jsfiddle.net/gfZ5C/166/
I also changed to requestAnimationFrame, you'll notice a complete FPS difference in the movement of the circle, instead of it moving according to the listener.
window.onmousemove = function (e) {
circle.posX = e.pageX-can.offsetLeft;
circle.posY = e.pageY-can.offsetTop;
circle.hide = (circle.posX >= 550 || circle.posY >= 550) ? true : false;
}
if (!circle.hide) ctx.arc(circle.posX, circle.posY, 70, 0, Math.PI * 2, true);
I left it at 550, so that you could see it actually disappear, you can change it to a big number if you want the circle to just drag right off the canvas.
Also there is no lag on the circle following the mouse now.
Update:
Fixed the fiddle so that the circle adjusts for window offset too.
The offset is relevant to its parent element, so depending on how far deep your canvas is, you will have to subtract each elements offset that it is inside.
Update:
Switched to handle 'onmouse' events, this will work much better on a real site, because mousing over the iFrame doesn't work well, but it still works. Will work 100% as intended on a real site.

What is a good technique for detecting mouse movement distance in Javascript?

I'm designing user controls and I'm trying to code the controls for the mouse. This is what I came up with to get user input.
var mouseInput = new GLGE.MouseInput(window);
window.onmousemove = function(ev){
var dx = window.mouseX - prevMousePos.x;
var dy = window.mouseY - prevMousePos.y;
prevMousePos ={
x:window.mouseX,
y:window.mouseY
};
// I do movement calculations with dx and dy here
}
However what I came up with above isn't perfect because if the mouse reaches the end of the window it would not detect movement.
Is there a better way of detecting mouse movement? I'd rather not calculate it using its co-ordinates because using that method I'm unable to calculate distance moved when the mouse is at the edge of the screen.
PS: If anyone was wondering, what I'm designing is sorta like Google Streetview or a first person shooter. I just want the user to be able to move the mouse in one direction infinitely.
I mean, you're already using an onmuseover event handler (the most efficient way because Javascript is async). So you just compute distances from he previous, only when the user moves the mouse. If he doesn't further move the muse, the player just proceeds in the same direction prviously computed.
No, there is no method to handle mouse movements outside of the browser window.

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