setInterval for css sprite animation - javascript

I'm trying to animate a sprite using the below code but instead of waiting about 1 second before going to the next iteration of the loop, the animation seems to jump from the first image in the sprite to the last within about a second. Can anyone tell me how I might be able to alter the code to make it work the way I have in mind? Thanks!
preview = setInterval(animation,1000);
counter = 0;
function animation() {
while (counter < 81){
position = counter * 1.25;
$('#ad_1').css({"background-position" : position + "% 0%"});
counter ++;
}
};
preview;

Your while loop is causing everything to happen in the first interval call.
Remove it, and you'll be depending solely on intervals:
preview = setInterval(animation,1000);
counter = 0;
function animation() {
position = counter * 1.25;
$('#ad_1').css({"background-position" : position + "% 0%"});
counter ++;
};
preview;
Live example:
var preview = setInterval(animation,100);
var counter = 0;
function animation() {
position = counter * 1.25;
$('#ad_1').css({"background-position" : position + "% 0%"});
counter ++;
};
div {
height: 317px;
width: 50px;
display: inline-block;
background: url(https://pbs.twimg.com/profile_images/2186972673/super_mario.jpg);
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="ad_1"></div>

Take the while portion of the loop out.
function animation() {
if (counter < 81){
position = counter * 1.25;
$('#ad_1').css({"background-position" : position + "% 0%"});
counter ++;
} else {
clearInterval(preview); /* this will stop the interval timer, since you won't need it after 80 repetitions. */
preview = null;
}
}

Related

Using requestAnimationFrame instead of setInterval

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);

Get elements coordinates

I need some help here.
First off, here is a small demo code from my game: https://jsfiddle.net/MiloSx7/a0dn9a4f/2/
Animation idea: Make the coin scale to 2x after it's collected, then slowly move it and gradually reduce scale to the exact spot where the image displaying the coin inventory stat is , invLocation is the ID of the element where the animation should end. It starts from the current coinId X and Y
Is it possible to somehow get the X and Y of the invLocation, so that I know where should I tell the animation to move?
You can do this with JQuery position() and offset() methods.
const spawnTime = 10000;
var coin = 0;
var intervalId = '';
var coinDiv = $('#coinDiv');
var coinImg = $('#coinImg');
var invDiv = $('#invDiv');
var invId = $('#inventoryId');
var invImg = $('#invLocation');
coinImg.on('click', collect);
intervalId = setInterval(setLocation, spawnTime);
function setLocation() {
var x = parseInt( Math.random()*(80-20+1) ) + 20;
var y = parseInt( Math.random()*(80-20+1) ) + 20;
coinImg.animate({
opacity: 1
}, 3000,
function() {
coinImg.css('top', x+'%');
coinImg.css('left', y+'%');
coinImg.css('display', 'initial');
setTimeout( () => coinImg.animate({ opacity: 0 }, 3000), 6000);
});
}
function collect() {
clearInterval(intervalId);
coinImg.stop();
coinImg.css('opacity', 1);
/* Increment coin counter */
coin++;
invId.text(coin);
/* In order to disable multiple clicks */
coinImg.css('pointer-events', 'none');
/* Double the size */
coinImg.css('width', '128px');
coinImg.css('height', '128px');
/* Animate and return to normal */
coinImg.animate({
width: '32px',
height: '32px',
left: invImg.offset().left + 'px',
top: invImg.offset().top + 'px'
}, 1500,
function() {
coinImg.css('pointer-events', 'auto');
coinImg.css('display', 'none');
coinImg.css('width', '64px');
coinImg.css('height', '64px');
intervalId = setInterval(setLocation, spawnTime);
}
);
}
Working example: https://jsfiddle.net/wz4q9w69/

How can I make my setTimeouts get stopped here?

The behavior I'm trying to achieve is this:
On hover/mouseenter, change the background image from the placeholder to a gif whose positions changes in order to achieve an animated effect, then go back to the placeholder when the mouse leaves.
My code is
$('.filmstrip').mouseenter(function(){
var $that = $(this),
w = $that.width(),
fr = $that.attr('data-framerate');
$that.css('background-image','url('+$that.attr('data-gifurl')+')');
for ( var i = 1, n = $that.attr('data-ticks'); i <= n; ++i )
{
(function(j){
setTimeout(function(){
$that.css('background-position-x','-'+(w*j)+'px');
}, j*fr);
})(i);
}
$that.bind('mouseleave',function(){
$that.css('background-image','url('+$that.attr('data-placeholder')+')').css('background-position-x','0');
});
});
and the bug I'm having is that if the gif hasn't finished animating, then the
.css('background-position-x','0')
part of
$that.css('background-image','url('+$that.attr('data-placeholder')+')').css('background-position-x','0');
});
doesn't work because the background position is still being moved by the animation. So I need some way to first stop the setTimeout stuff if it isn't finished running. Any idea how I can do that?
This may be something better done with CSS rather than javascript.
Option #1 - Use an actual GIF
You could compile the frames which you want animated into an actual GIF file, and then have the background image change based on hover:
<div class="filmstrip"></div>
And then CSS
.filmstrip { background:transparent url('static_image.jpg') no-repeat 0 0 }
.filmstrip:hover { background-image:url( 'animated_image.gif' ) }
Option #2 - Use CSS3 Animation
You could keep the animated image as a strip of frames (of a known length) and then use something like:
<div class="filmstrip"></div>
With CSS
.filmstrip { background:transparent url('static_image.jpg') no-repeat 0 0 }
#keyframes animate-bg {
0% { background-position: 0 0 }
100% { background-position: -1000px 0 }
/* where 1000px is the length of the strip */
}
.filmstrip:hover { animation: animate-bg 5s steps(50) infinite }
/* where 5s is the overall loop length time and 50 is the number of frames in the strip */
Option #3 - Use Spritely
Spritely is a jQuery plugin which seems to manage all elements of turning a filmstrip/sprite image into an animation, including being able to start/stop the animation, reset to the first frame, change FPS, etc.
Add a stop variable :
$('.filmstrip').mouseenter(function(){
var isStopped = false;
var $that = $(this),
w = $that.width(),
fr = $that.attr('data-framerate');
$that.css('background-image','url('+$that.attr('data-gifurl')+')');
for ( var i = 1, n = $that.attr('data-ticks'); i <= n && !isStopped; ++i )
{
(function(j){
setTimeout(function(){
if (!isStopped) {
$that.css('background-position-x','-'+(w*j)+'px');
}
}, j*fr);
})(i);
}
$that.bind('mouseleave',function(){
isStopped = true;
$that.css('background-image','url('+$that.attr('data-placeholder')+')').css('background-position-x','0');
});
});
If isStopped is not accessible (because not tested) from the timeout, then just create a new variable in a inner scope which you affect isStopped value.
You can use an interval based solution like
$('.filmstrip').mouseenter(function() {
var $that = $(this),
w = $that.width(),
fr = +$that.attr('data-framerate'),
ticks = +$that.attr('data-ticks');
$that.css('background-image', 'url(' + $that.attr('data-gifurl') + ')');
var counter = 0;
var interval = setInterval(function() {
$that.css('background-position-x', '-' + (w * ++counter) + 'px');
if (counter >= ticks) {
clearInterval(interval);
}
}, fr);
$(this).data('bg-interval', interval)
}).mouseleave(function() {
clearInterval($(this).data('bg-interval'));
$(this).css('background-image', 'url(' + $(this).attr('data-placeholder') + ')').css('background-position-x', '0');
});
.filmstrip {
height: 64px;
border: 1px solid grey;
background-position: right;
background-position-y: inherit;
display: inline-block;
width: 64px;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class="filmstrip" data-framerate="400" data-ticks="10" data-gifurl="//cdn.sstatic.net/Sites/stackoverflow/img/sprites.svg?v=bc7c2f3904bf">
</div>
U can use clearTimeout to stop setTimeOut.
Working Demo-
var myVar;
function myFunction() {
myVar = setTimeout(function(){ alert("Hello"); }, 3000);
}
function myStopFunction() {
clearTimeout(myVar);
}
<p>Click the first button to alert "Hello" after waiting 3 seconds.</p>
<p>Click the second button to prevent the first function to execute. (You must click it before the 3 seconds are up.)</p>
<button onclick="myFunction()">Try it</button>
<button onclick="myStopFunction()">Stop the alert</button>
More-
Mozilla Developer Network
and
W3School

Looping css style with setTimeout: "in the blink of an eye"

I want to make a bar (#innerBar) to decrease 1% in width per second.
The loop doesn't seem to work. My bar drops from 100% to 0% in the blink of an eye.
function timer(){
var timer;
for(i=100;i>=0;i--){
timer = i.toString() + "%";
setTimeout(function({$('#innerBar').css("width", timer)}, ((100-i)*1000));
}
}
Note : #innerBar is a DIV with a css property (height:10px). ** + the width from timer(); **
As already said in the comments, you need to put it in the closure. Here's an example:
function timer() {
for (i = 100; i >= 0; i--) {
setTimeout(function(t) {
return function() {
var timer = t.toString() + "%";
$('#innerBar').css("width", timer);
};
}(i), ((100 - i) * 1000));
}
}
timer();
#innerBar {height: 50px; background: green; transition: width 0.2s linear}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="innerBar"></div>
EXPLANATION
So my question are: what is going throught function(t)? and why and how does }(i) work? Is it a multiplication of the fu?
Let's take the function body we're passing in to setTimeout:
function(t) {
return function() {
var timer = t.toString() + "%";
$('#innerBar').css("width", timer);
};
}(i)
Let's omit the inside part:
function(t) {
// do some stuff with t
}(i)
Looks familiar? It's like the function body is called right away and is called an IIFE, just like, say:
(function(a, b) {
return a + b;
})(2, 3) // returns 5
So back to the original function, it accepts one parameter, t, and when we're calling the function we're passing in the iterator i as an argument (so the value of i becomes t inside the function). As I said in the comment, this is necessary in order to "fetch" the current value of i instead of getting the post-loop value.
As #Shomz already posted. That is good solution. I simply want to add my solution because it does not create 100 functions. So it's slightly lighter on the memory. Also you don't have to look through the DOM for #innerBar over and over again. And I removed jQuery as a dependency.
var size = 100;
var bar = document.getElementById( "innerBar" );
function setSize() {
bar.style.width = size-- + "%";
if ( size > 0 ) setTimeout( setSize, 1000 );
}
setSize();
#innerBar {
width: 100%;
height: 50px;
background: green;
transition: width 0.2s linear;
}
<div id="innerBar"></div>
I think the following code does what you want. the input time should be 1000, which will decrease you width by 1% every second
var width = $('#innerBar').width();
function timeLoop(time){
width = width*0.99;
$('#innerBar').css("width", width);
if (width <= 0.01){
return;
}
else {
setTimeout(function() {
timeLoop(time);
}, time);
}
}

Moving div elements stored in array

var move = function() {
Xpos = Math.round(Math.random() * 95);
food[num].css('left', Xpos + '%');
interval = setInterval(function() {
console.log(i);
var posTop = food[num].offset().top / $(window).height() * 100;
while(posTop < 80) {
if(posTop === 80) {
num++;
break;
}
posTop += 1;
food[num].css('top', posTop + '%');
break;
}
}, speed);
}
//Color the circle
circleColor();
move();
}
OK so this is my code. It creates a circle(a <div> element) on top of the screen and gives it a random x coordinate. Than it puts it in food[] array. The entire code starts by clicking the button, but every time I press the button again the circle that was last moving stops, function creates a new one and the new one moves. Is there a way I can make all elements in the array move without depending on each other?
http://jsfiddle.net/yqwjqx31/
I understand why this happens but I have no idea how to fix it.
First you're using a global variable num in setInterval function handler, so its value get modified while using it in new cercle create, secondly you're clearing interval of the last cercle you created before creating a new cercle. It means you're sharing the same interval between all cercles. Use instead an array of intervals just like var food =[] and use a temporary variable to prevent the index value modification inside your setInterval handler. Here's a working fiddle
//Interval
var interval =[];
var tempNum = num;
interval[num] = setInterval(function() {
var posTop = food[tempNum].offset().top / $(window).height() * 100;
while(posTop < 80) {
if(posTop === 80) {
break;
}
posTop += 1;
food[tempNum].css('top', posTop + '%');
break;
}
}, speed);
Increment your num variable
//Color the circle
circleColor();
move();
num++;
Your move function is only responsible for moving the last generated div via createCircle. If you want to move them all till collision, you need to loop through them all and move them accordingly. Or, you can animate them via CSS.
Here is the working version :
http://jsfiddle.net/yqwjqx31/3/
Notice how the setInterval callback loops through all the div and pushes them down until their height is 80.
var move = function () {
interval = setInterval(function () {
for (var i = 0; i < food.length; ++i) {
var posTop = food[i].offset().top / $(window).height() * 100;
if (posTop < 80) posTop += 1;
food[i].css('top', posTop + '%');
}
}, speed);
}

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