I'm a beginner in javascript and I'm trying to make a very simple game. I know that my code is not the best, but i want to make it working. I want to stop function nahoru() or make it move to the other way and after it touches the bottom of the page/100%, make it repeat.
<html>
<head>
<script>
function naloud() {
var elem = document.getElementById("krtek");
elem.style.top = '100%';
var eleme = document.getElementById("krtek2");
eleme.style.top = '100%';
var elemen = document.getElementById("krtek3");
elemen.style.top = '100%';
}
var pos = 100;
var los = 0;
function nahoru() {
var elemend = document.getElementById("batn");
elemend.style.opacity = '0';
var elem = document.getElementById("krtek");
var id = setInterval(frame, 30);
function frame() {
if (pos == 0) {
clearInterval(id);
document.write('<center>GAME OVER<br>YOUR SCORE: ' + skore +
'<br>Press F5 for restart.')
} else {
pos = pos - 1;
elem.style.top = pos + '%';
}
}
}
var skore = 0;
function pric() {
skore++;
document.getElementById("skore").innerHTML = "Skore: " + skore;
elem.style.top = '+100%';
}
</script>
<style>
.prvni {
position: absolute;
width: 10%;
height: 110%;
left: 10%;
background-color: brown;
}
.druhy {
position: absolute;
width: 10%;
height: 110%;
left: 45%;
background-color: brown;
}
.treti {
position: absolute;
width: 10%;
height: 110%;
left: 80%;
background-color: brown;
}
</style>
</head>
<body onload="naloud()">
<button onclick="nahoru()" id="batn">START</button>
<div id="skore">Skore: 0</div>
<div id="krtek" class="prvni" onclick="pric()"></div>
<div id="krtek2" class="druhy" onclick="pric()"></div>
<div id="krtek3" class="treti" onclick="pric()"></div>
</body>
</html>
Declare id outside nahoru function,
like here
var pos = 100;
var los = 0;
var id = null;
Set interval in nahoru function,
like this (important, remove var from here)
id = setInterval(frame, 30);
Now clear interval in pric function
like this
function pric(elem) {
skore++;
clearInterval(id);
document.getElementById("skore").innerHTML = "Skore: " + skore;
elem.style.top = '+100%';
}
Working https://jsfiddle.net/ee1bdL5k/
You need declare this var outside from function, for the pric function:
var elem, eleme, elemen;
function naloud() {
elem = document.getElementById("krtek");
elem.style.top = '100%';
eleme = document.getElementById("krtek2");
eleme.style.top = '100%';
elemen = document.getElementById("krtek3");
elemen.style.top = '100%';
}
Related
I am trying to develop a very simple game where the ship (red box) will move left-right when user clicks on playground.
There are some moving walls (black boxes) as obstacles that the ship should avoid colliding with.
If any collision happens, the walls will stop moving and a text will be printed out in console.
I have succeeded to get this as close as I can. But its working sometime, not always. You can see it in the code below, try to collide with wall. Sometime it will stop them and print text, sometime it will just ignore the collision as if nothing happens.
I have no clue why this is happening.
Here is the code.
$('document').ready(function() {
var $totalHeight = $('.inner').height(); //of walls
var $maxHeight = Math.ceil(Math.ceil($totalHeight / 3) - (Math.ceil($totalHeight / 3) * 30) / 100); //30% of total wall height
$('.wall').each(function(i, obj) {
$(this).height($maxHeight);
$('.wall.four').css({
'height': $wallGap
});
})
var $wallGap = Math.ceil($totalHeight / 3) - $maxHeight;
var $wallOneTop = 0;
var $wallTwoTop = $maxHeight + $wallGap;
var $wallThreeTop = ($maxHeight * 2) + ($wallGap * 2);
var $wallFourTop = -$('.wall.four').height() - $wallGap;
$('.wall.one').css({
'top': $wallOneTop
});
$('.wall.two').css({
'top': $wallTwoTop
});
$('.wall.three').css({
'top': $wallThreeTop
});
$('.wall.four').css({
'top': $wallFourTop
});
function moveWall(wallObj) {
var $currentTop = wallObj.position().top;
var $limitTop = $('.inner').height();
if ($currentTop >= $limitTop) {
var $rand = Math.floor(Math.random() * ($maxHeight - $wallGap + 1) + $wallGap);
wallObj.height($rand);
var $top = -(wallObj.height());
} else {
var $top = (wallObj.position().top) + 5;
}
var $collide = checkCollision(wallObj);
wallObj.css({
'top': $top
});
return $collide;
}
var $wallTimer = setInterval(function() {
$('.wall').each(function(i, obj) {
var $status = moveWall($(this));
if ($status == true) {
clearInterval($wallTimer);
}
})
}, 40);
function checkCollision(wallObj) {
var $ship = $('.ship');
var $shipWidth = $ship.width();
var $shipHeight = $ship.height();
var $shipLeft = $ship.position().left;
var $shipRight = $shipLeft + $shipWidth;
var $shipTop = $ship.position().top;
var $shipBottom = $shipTop + $shipHeight;
var $wall = wallObj;
var $wallWidth = wallObj.width();
var $wallHeight = wallObj.height();
var $wallLeft = wallObj.position().left;
var $wallRight = $wallLeft + $wallWidth;
var $wallTop = wallObj.position().top;
var $wallBottom = $wallTop + $wallHeight;
if (
$shipLeft >= $wallRight ||
$shipRight <= $wallLeft ||
$shipTop >= $wallBottom ||
$shipBottom <= $wallTop
) {
return false;
} else {
console.log("dhumm!");
return true;
}
}
$('.outer .inner').click(function() {
var $ship;
$ship = $('.ship');
$shipLeft = $ship.position().left;
$shipRight = $shipLeft + $ship.width();
$inner = $('.inner');
$innerLeft = $inner.position().left;
$innerRight = $innerLeft + $inner.width();
if (($shipLeft < $inner.width() - $ship.width())) {
$ship.animate({
"left": $inner.width() - $ship.width()
}, 500, "linear");
} else if (($shipRight >= $inner.width())) {
$ship.animate({
"left": '0'
}, 500, "linear");
}
});
});
.outer {
background: #fff;
border: 20px solid #efefef;
width: 400px;
height: 600px;
display: inline-block;
position: fixed;
top: 0;
bottom: 0;
left: 0;
right: 0;
margin: auto;
overflow: hidden;
}
.outer .inner {
background: #fff;
height: 100%;
width: 100%;
margin: auto;
position: relative;
overflow: hidden;
}
.outer .inner .wall {
width: 5px;
position: absolute;
left: 50%;
transform: translateX(-50%);
background: #000;
}
.outer .inner .ship {
width: 15px;
height: 15px;
background: red;
position: absolute;
top: 50%;
transform: translateY(-50%);
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div class="outer">
<div class="inner">
<div class="wall one"></div>
<div class="wall two"></div>
<div class="wall three"></div>
<div class="wall four"></div>
<div class="ship"></div>
</div>
</div>
As freefomn-m already said.
Check for collision in the animation cycle of the ship, not the walls.
For this I use the second type of parameters for jQuery's .animate method
.animate( properties, options )
I use the "progress" option to check the collision in every movement cycle of the ship.
console.clear();
$('document').ready(function() {
var collided = false;
var collidedWith = null;
var $ship = $('.ship');
var $walls = $('.wall')
var $totalHeight = $('.inner').height(); //of walls
var $maxHeight = Math.ceil(Math.ceil($totalHeight / 3) - (Math.ceil($totalHeight / 3) * 30) / 100); //30% of total wall height
$('.wall').each(function(i, obj) {
$(this).height($maxHeight);
$('.wall.four').css({
'height': $wallGap
});
})
var $wallGap = Math.ceil($totalHeight / 3) - $maxHeight;
var $wallOneTop = 0;
var $wallTwoTop = $maxHeight + $wallGap;
var $wallThreeTop = ($maxHeight * 2) + ($wallGap * 2);
var $wallFourTop = -$('.wall.four').height() - $wallGap;
$('.wall.one').css({
'top': $wallOneTop
});
$('.wall.two').css({
'top': $wallTwoTop
});
$('.wall.three').css({
'top': $wallThreeTop
});
$('.wall.four').css({
'top': $wallFourTop
});
function moveWall(wallObj) {
var $currentTop = wallObj.position().top;
var $limitTop = $('.inner').height();
if ($currentTop >= $limitTop) {
var $rand = Math.floor(Math.random() * ($maxHeight - $wallGap + 1) + $wallGap);
wallObj.height($rand);
var $top = -(wallObj.height());
} else {
var $top = (wallObj.position().top) + 5;
}
// var $collide = checkCollision(wallObj);
wallObj.css({
'top': $top
});
// return $collide;
}
var $wallTimer = setInterval(function() {
$walls.each(function(i, obj) {
moveWall($(this));
if (collided) {
clearInterval($wallTimer);
}
})
}, 40);
function checkCollision() {
var $shipWidth = $ship.width();
var $shipHeight = $ship.height();
var $shipLeft = $ship.position().left;
var $shipRight = $shipLeft + $shipWidth;
var $shipTop = $ship.position().top;
var $shipBottom = $shipTop + $shipHeight;
$('.wall').each(function(i) {
var $wall = $(this);
var $wallWidth = $wall.width();
var $wallHeight = $wall.height();
var $wallLeft = $wall.position().left;
var $wallRight = $wallLeft + $wallWidth;
var $wallTop = $wall.position().top;
var $wallBottom = $wallTop + $wallHeight;
if (
$shipLeft < $wallRight &&
$shipRight > $wallLeft &&
$shipTop < $wallBottom &&
$shipBottom > $wallTop
) {
console.log("dhumm!");
collided = true;
collidedWith = $wall
$wall.addClass('crashed')
$ship.addClass('crashed')
$ship.stop();
return false;
}
})
}
$('.outer .inner').click(function() {
var $ship;
$ship = $('.ship');
$shipLeft = $ship.position().left;
$shipRight = $shipLeft + $ship.width();
$inner = $('.inner');
$innerLeft = $inner.position().left;
$innerRight = $innerLeft + $inner.width();
if (($shipLeft < $inner.width() - $ship.width())) {
$ship.animate({
"left": $inner.width() - $ship.width()
}, {
"duration": 500,
"easing": "linear",
"progress": checkCollision,
});
} else if (($shipRight >= $inner.width())) {
$ship.animate({
"left": '0'
}, {
"duration": 500,
"easing": "linear",
"progress": checkCollision,
});
}
});
});
.outer {
background: #fff;
border: 20px solid #efefef;
width: 400px;
height: 600px;
display: inline-block;
position: fixed;
top: 0;
bottom: 0;
left: 0;
right: 0;
margin: auto;
overflow: hidden;
}
.outer .inner {
background: #fff;
height: 100%;
width: 100%;
margin: auto;
position: relative;
overflow: hidden;
}
.outer .inner .wall {
width: 5px;
position: absolute;
left: 50%;
transform: translateX(-50%);
background: #000;
}
.outer .inner .wall.crashed {
background: red;
}
.outer .inner .ship {
width: 15px;
height: 15px;
background: orange;
position: absolute;
top: 50%;
transform: translateY(-50%);
}
.outer .inner .ship.crashed {
background: red;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div class="outer">
<div class="inner">
<div class="wall one"></div>
<div class="wall two"></div>
<div class="wall three"></div>
<div class="wall four"></div>
<div class="ship"></div>
</div>
</div>
As a recommendation how I would do this from scratch.
Use an update cycle that is called by either setInterval or setTimeout, or even better with requestAnimationFrame. The updatecycle would be responsible for the time progress and orchestrate the different objects. The structure would be like this.
jQuery(function($) { // same as $('document').ready()
var ship = ...;
var boundaries = ...;
var walls = ...;
var clickEvents = [];
document.addEventListener('click', function(e) {clickEvents.push(e)})
var handleEvents = function() {}
var setupWalls = function () {}
var setupShip= function () {}
var moveWalls = function () {}
var moveShip = function () {}
var checkCollision() {}
var setup = function() {
setupWalls();
setupShip();
// set the initial positions of the ships and the walls
}
var update = function() {
handleEvents();
moveWalls();
moveShips();
var collided = checkCollision();
if (!collided) {
setTimeout(update, 30);
}
}
setup();
update();
})
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.
There are no errors when ran.
var P1 = document.getElementById("P1");
P1.style.left = "50%";
You need to have a position if you are going to use the left property.
var P1 = document.getElementById("P1");
var pct = 1;
function loop() {
setTimeout(function() {
P1.style.left = ++pct + "%";
loop();
}, 500)
}
loop();
#P1 {
background: black;
height: 10px;
width: 10px;
position: absolute;
}
<div id=P1></div>
To simplify this question I have created two divs: when you click on the orange box the blue box below it will move back and forth in a continuous loop. What I want to be able to do is:
Click the orange box to start and STOP the blue box loop
After starting and stopping, the blue box will stop and continue each time where it left off.
I've tried just about everything and can't get it to work. Any advice would be greatly appreciated.
var hoverSlideBox = document.getElementById("hover_slide_box");
var slidingBox = document.getElementById("sliding_box");
hoverSlideBox.onclick = function() {
var pos = 0;
var moveLeft = false;
var stopAnimate = false;
init();
function init() {
setInterval(boxRight, 5);
}
function boxRight() {
if (!moveLeft) {
pos++;
slidingBox.style.left = pos + 'px';
}
if (pos == 500 || moveLeft) {
moveLeft = true;
boxLeft();
}
}
function boxLeft() {
if (moveLeft) {
pos--;
slidingBox.style.left = pos + 'px';
}
if (pos == 0 || !moveLeft) {
moveLeft = false;
}
}
}
<div id="hover_slide_box" style="background-color: #ff931e; cursor: pointer; position: absolute; height: 100px; width: 100px;"></div>
<div id="sliding_box" style="top: 120px; background-color: #0071bc; cursor: pointer; position: absolute; height: 100px; width: 100px;"></div>
You need to move some variables out of the onclick function so that they are not reset each time you click on the orange box. That, together with clearInterval, will give you a start/stop button.
var hoverSlideBox = document.getElementById("hover_slide_box");
var slidingBox = document.getElementById("sliding_box");
var running = false;
var intervalId;
var pos = 0;
var moveLeft = false;
hoverSlideBox.onclick = function() {
init();
function init() {
if (!running) {
intervalId = setInterval(boxRight, 5);
running = true;
} else {
clearInterval(intervalId);
running = false;
}
}
function boxRight() {
if (!moveLeft) {
pos++;
slidingBox.style.left = pos + 'px';
}
if (pos == 500 || moveLeft) {
moveLeft = true;
boxLeft();
}
}
function boxLeft() {
if (moveLeft) {
pos--;
slidingBox.style.left = pos + 'px';
}
if (pos == 0 || !moveLeft) {
moveLeft = false;
}
}
}
<div id="hover_slide_box" style="background-color: #ff931e; cursor: pointer; position: absolute; height: 100px; width: 100px;"></div>
<div id="sliding_box" style="top: 120px; background-color: #0071bc; cursor: pointer; position: absolute; height: 100px; width: 100px;"></div>
To do this, you can use clearInterval to stop the movement. To make it resume when you click again, you just need to have your position variable in a permanent scope (I move it to the global scope for simplicity).
Changed code:
var pos = 0;
var moveLeft = false;
var stopAnimate = false;
var slideInterval;
hoverSlideBox.onclick = function() {
init();
function init() {
if (slideInterval) {
clearInterval(slideInterval);
slideInterval = null;
} else {
slideInterval = setInterval(boxRight, 5);
}
}
Snippet:
var hoverSlideBox = document.getElementById("hover_slide_box");
var slidingBox = document.getElementById("sliding_box");
var pos = 0;
var moveLeft = false;
var stopAnimate = false;
var slideInterval;
hoverSlideBox.onclick = function() {
init();
function init() {
if (slideInterval) {
clearInterval(slideInterval);
slideInterval = null;
} else {
slideInterval = setInterval(boxRight, 5);
}
}
function boxRight() {
if (!moveLeft) {
pos++;
slidingBox.style.left = pos + 'px';
}
if (pos == 500 || moveLeft) {
moveLeft = true;
boxLeft();
}
}
function boxLeft() {
if (moveLeft) {
pos--;
slidingBox.style.left = pos + 'px';
}
if (pos == 0 || !moveLeft) {
moveLeft = false;
}
}
}
<div id="hover_slide_box" style="background-color: #ff931e; cursor: pointer; position: absolute; height: 100px; width: 100px;"></div>
<div id="sliding_box" style="top: 120px; background-color: #0071bc; cursor: pointer; position: absolute; height: 100px; width: 100px;"></div>
setInterval returns interval id which you can use to cancel the interval using clearInterval
You could cancel the timer as the other answer says, or use requestAnimationFrame which is specifically designed for animations like these. See documentation here
This way we can simply check if stopAnimating is set before queueing up our next frame. You could do the same thing with setInterval if you wanted to, but requestAnimationFrame is probably better.
var hoverSlideBox = document.getElementById("hover_slide_box");
var slidingBox = document.getElementById("sliding_box");
hoverSlideBox.onclick = function() {
var pos = 0;
var moveLeft = false;
var stopAnimate = false;
init();
function init() {
animate();
}
function animate(){
// stop animating without queueing up thenext frame
if (stopAnimate) return;
//queue up theh next frame.
requestAnimationFrame(boxRight);
}
function boxRight() {
if (!moveLeft) {
pos++;
slidingBox.style.left = pos + 'px';
}
if (pos == 500 || moveLeft) {
moveLeft = true;
boxLeft();
}
animate();
}
function boxLeft() {
if (moveLeft) {
pos--;
slidingBox.style.left = pos + 'px';
}
if (pos == 0 || !moveLeft) {
moveLeft = false;
}
}
}
<div id="hover_slide_box" style="background-color: #ff931e; cursor: pointer; position: absolute; height: 100px; width: 100px;"></div>
<div id="sliding_box" style="top: 120px; background-color: #0071bc; cursor: pointer; position: absolute; height: 100px; width: 100px;"></div>
Your code doesn't clear the interval when box is clicked again. setInterval executes a function every number of given seconds. To stop it, you have use the function clearInterval, passing the timer id that the function setInterval returned.
Also, your code can be better organized. I've refactorized it base in the following advices:
Don't use different functions for each direction. Your code have two different functions (moveLeft and moveRight) that are almost the same. Instead, use a simpler function that increments position given the current direction. Use a simple variable with the position increment, using -1 for left movement and +1 for right movement. If you have to modify the way the box moves you only have to change the moveBox function.
Use a function to check if the box have reached the boundaries. In general is good to have small functions that do one simple thing. In your code, boundaries check is splited in the two movement functions. In the proposed code the check code is a separate function where you can modify boundaries easily in the future if needed, instead of changing them in different places of your code.
Don't put all your logic in the click listener. Again, use simple functions that perform one simple task. The click listener should do a simple task, that's switching animation on and off. Initialization code should be in its onw function.
Again, for simplicity, use a simple function as the function executed by setInterval. If not, you would have to change the function that is executed by the setInterval function: moveRight when box is moving to the right and moveLeft when the box is moving to the left. This makes the code more complex and hard to debug and mantain.
Those advices are not very useful with a small code like this, but its benefits are more visible when your code gets more complex.
var hoverSlideBox = document.getElementById("hover_slide_box");
var slidingBox = document.getElementById("sliding_box");
var pos = 0;
var direction = 1;
var animate = false;
var intervalHandler;
hoverSlideBox.onclick = function() {
if (animate) {
stop();
}
else {
init();
}
}
function init() {
animate = true;
intervalHandler = setInterval(moveBox, 5);
}
function stop() {
animate = false;
clearInterval(intervalHandler);
}
function tic() {
if (animate) {
moveBox();
}
}
function checkBoundaries() {
if (pos == 500) {
direction = -1;
}
else if (pos == 0) {
direction = 1;
}
}
function moveBox() {
pos += direction;
slidingBox.style.left = pos + 'px';
checkBoundaries();
}
<div id="hover_slide_box" style="background-color: #ff931e; cursor: pointer; position: absolute; height: 100px; width: 100px;"></div>
<div id="sliding_box" style="top: 120px; background-color: #0071bc; cursor: pointer; position: absolute; height: 100px; width: 100px;"></div>
Try this snippet, it should work aswell
var hoverSlideBox = document.getElementById("hover_slide_box");
var slidingBox = document.getElementById("sliding_box");
var moveLeft = false;
var pos = 0;
var intervalID = null;
hoverSlideBox.onclick = function(){
if (intervalID) {
clearInterval(intervalID);
intervalID = null;
} else {
intervalID = setInterval(function () {
pos += moveLeft ? -1 : 1;
slidingBox.style.left = pos + 'px';
moveLeft = pos >= 500 ? true : pos <= 0 ? false : moveLeft;
}, 5);
}
}
<div id="hover_slide_box" style="background-color: #ff931e; cursor: pointer; position: absolute; height: 100px; width: 100px;">
<div id="sliding_box" style="top: 120px; background-color: #0071bc; cursor: pointer; position: absolute; height: 100px; width: 100px;">
I am just starting to learn about Javascript for animation. I have created this super simple example, which when clicked moves 3 blocks from a central position, to top, top-left and top-right position (I am building up to a sort of Context Action button type thing). But I would now like to be able to click again and if the animation is "out", then it will execute in reverse. I tried adding an if else, using the elem1.style.bottom == 350 parameter to define whether pos would increment or decrement, but it didn't work. Similarly, I was unable to get a clicked boolean to persist between clicks.
JSFiddle
html:
<body>
<p>
<button onclick="myMove()">Click Me</button>
</p>
<div id ="container">
<div id ="animate1"></div>
<div id ="animate2"></div>
<div id ="animate3"></div>
</div>
</body>
css:
#container {
width: 400px;
height: 400px;
position: relative;
background: yellow;
}
#animate1 {
width: 50px;
height: 50px;
left: 175px;
bottom: 175px;
position: absolute;
background-color: red;
z-index:3;
}
#animate2 {
width: 50px;
height: 50px;
left: 175px;
bottom: 175px;
position: absolute;
background-color: blue;
}
#animate3 {
width: 50px;
height: 50px;
left: 175px;
bottom: 175px;
position: absolute;
background-color: green;
}
Javascript:
function myMove() {
var elem1 = document.getElementById("animate1");
var elem2 = document.getElementById("animate2");
var elem3 = document.getElementById("animate3");
var start = 350;
var pos = 175;
var id = setInterval(frame, 5);
var clicked = false;
function frame() {
if (pos == 350) {
clearInterval(id);
clicked = !clicked;
} else {
if (clicked == false){ pos++; } else { pos--;}
elem1.style.bottom = pos + 'px';
elem1.style.left = start - pos + 'px';
elem2.style.bottom = pos + 'px';
elem2.style.left = pos + 'px';
elem3.style.bottom = pos + 'px';
}
}
}
How would I achieve this?
I think this is what you want: http://jsfiddle.net/3pvwaa19/20/
It creates a variable to keep track of whether the animation has happened and it moves your pos variable to the same location - - outside of the main function, so that the values won't get lost after each click:
var moved = false;
var pos = 175;
Yes, you can do it with if(elem1.style.bottom =="350px") {...}else{...:
function myMove() {
var elem1 = document.getElementById("animate1");
var elem2 = document.getElementById("animate2");
var elem3 = document.getElementById("animate3");
if (elem1.style.bottom == "350px"){
var start = 175;
var pos = 350;
var id = setInterval(frame, 5);
function frame() {
if (pos == 175) {
clearInterval(id);
} else {
pos--;
elem1.style.bottom = pos + 'px';
elem1.style.left = 2*start - pos + 'px';
elem2.style.bottom = pos + 'px';
elem2.style.left = pos + 'px';
elem3.style.bottom = pos + 'px';
}
}
} else {
var start = 350;
var pos = 175;
var id = setInterval(frame, 5);
function frame() {
if (pos == 350) {
clearInterval(id);
} else {
pos++;
elem1.style.bottom = pos + 'px';
elem1.style.left = start - pos + 'px';
elem2.style.bottom = pos + 'px';
elem2.style.left = pos + 'px';
elem3.style.bottom = pos + 'px';
}
}
}
}