How do I create png button animation with javascript? - javascript

I'm a graphic designer in Portugal, used to work with code everyday, like css, html and a bit javascript and php. I am currently developing an interactive logo button, but it has to be PNG to look the way I want. This is the javascript code on html (image is hosted in my website):
I want to create a mouseclick start and stop on last/first frame, not a infinite loop like this, and reversed animation after click to open/close. Basically, the lock and unlock of the padlock.
The point of this animation is to open a menu nav-bar under the logo. Can you help me?
My code:
var cSpeed = 5;
var cWidth = 200;
var cHeight = 145;
var cTotalFrames = 7;
var cFrameWidth = 200;
var cImageSrc = 'https://www.studiogo.net/sprites.png';
var cImageTimeout = false;
var cIndex = 0;
var cXpos = 0;
var SECONDS_BETWEEN_FRAMES = 0;
function startAnimation() {
document.getElementById('loaderImage').style.backgroundImage = 'url(' + cImageSrc + ')';
document.getElementById('loaderImage').style.width = cWidth + 'px';
document.getElementById('loaderImage').style.height = cHeight + 'px';
//FPS = Math.round(100/(maxSpeed+2-speed));
FPS = Math.round(100 / cSpeed);
SECONDS_BETWEEN_FRAMES = 1 / FPS;
setTimeout('continueAnimation()', SECONDS_BETWEEN_FRAMES / 1000);
}
function continueAnimation() {
cXpos += cFrameWidth;
//increase the index so we know which frame of our animation we are currently on
cIndex += 1;
//if our cIndex is higher than our total number of frames, we're at the end and should restart
if (cIndex >= cTotalFrames) {
cXpos = 0;
cIndex = 0;
}
document.getElementById('loaderImage').style.backgroundPosition = (-cXpos) + 'px 0';
setTimeout('continueAnimation()', SECONDS_BETWEEN_FRAMES * 1000);
}
function imageLoader(s, fun) //Pre-loads the sprites image
{
clearTimeout(cImageTimeout);
cImageTimeout = 0;
genImage = new Image();
genImage.onload = function() {
cImageTimeout = setTimeout(fun, 0)
};
genImage.onerror = new Function('alert(\'Could not load the image\')');
genImage.src = s;
}
//The following code starts the animation
new imageLoader(cImageSrc, 'startAnimation()');
<div id="loaderImage"></div>

Please, see if this is what you want.
$(document).ready(function () {
$(".lock").click(function () {
var $self = $(this);
if ($self.hasClass("closed")) {
$self.removeClass("close");
setTimeout(function () {
$self.addClass("open").removeClass("closed");
}, 100);
} else {
$self.removeClass("open");
setTimeout(function () {
$self.addClass("close").addClass("closed");
}, 100);
}
});
});
div.lock {
background-image: url('https://www.studiogo.net/sprites.png');
width: 200px;
height: 145px;
background-position: 0 center;
background-repeat: no-repeat;
}
div.closed {
background-position: -1200px center;
}
div.close {
animation: close-animation 300ms steps(6, start); // 1200px / 200px = 6
}
div.open {
animation: close-animation 300ms steps(6, end); // 1200px / 200px = 6
animation-fill-mode: backwards;
animation-direction: reverse;
}
#keyframes close-animation {
from {
background-position: 0 center;
}
to {
background-position: -1200px center;
}
}
<div class="lock closed">
</div>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>

Related

Animation optimization in pure js

There is an animation of the flight of leaves in pure js. The problem is that it needs to be optimized for maximum performance, because there will be more animations of this kind on the page. Besides optimizing the original SVG image and reducing the number of leaflets, what tips can you give to improve the performance of your code?
var LeafScene = function(el) {
this.viewport = el;
this.world = document.createElement('div');
this.leaves = [];
this.options = {
numLeaves: 6,
wind: {
magnitude: 0,
maxSpeed: 12,
duration: 300,
start: 0,
speed: 10
},
};
this.width = this.viewport.offsetWidth;
this.height = this.viewport.offsetHeight;
this.timer = 0;
this._resetLeaf = function(leaf) {
leaf.x = this.width * 2 - Math.random()*this.width*1.75;
leaf.y = -10;
leaf.z = Math.random()*200;
if (leaf.x > this.width) {
leaf.x = this.width + 10;
leaf.y = Math.random()*this.height/2;
}
if (this.timer == 0) {
leaf.y = Math.random()*this.height;
}
leaf.rotation.speed = Math.random()*10;
var randomAxis = Math.random();
if (randomAxis > 0.5) {
leaf.rotation.axis = 'X';
} else if (randomAxis > 0.25) {
leaf.rotation.axis = 'Y';
leaf.rotation.x = Math.random()*180 + 90;
} else {
leaf.rotation.axis = 'Z';
leaf.rotation.x = Math.random()*360 - 180;
leaf.rotation.speed = Math.random()*3;
}
leaf.xSpeedVariation = Math.random() * 0.8 - 0.4;
leaf.ySpeed = Math.random() + 1.5;
return leaf;
}
this._updateLeaf = function(leaf) {
var leafWindSpeed = this.options.wind.speed(this.timer - this.options.wind.start, leaf.y);
var xSpeed = leafWindSpeed + leaf.xSpeedVariation;
leaf.x -= xSpeed;
leaf.y += leaf.ySpeed;
leaf.rotation.value += leaf.rotation.speed;
var t = 'translateX( ' + leaf.x + 'px ) translateY( ' + leaf.y + 'px ) translateZ( ' + leaf.z + 'px ) rotate' + leaf.rotation.axis + '( ' + leaf.rotation.value + 'deg )';
if (leaf.rotation.axis !== 'X') {
t += ' rotateX(' + leaf.rotation.x + 'deg)';
}
leaf.el.style.webkitTransform = t;
leaf.el.style.MozTransform = t;
leaf.el.style.oTransform = t;
leaf.el.style.transform = t;
if (leaf.x < -10 || leaf.y > this.height + 10) {
this._resetLeaf(leaf);
}
}
this._updateWind = function() {
if (this.timer === 0 || this.timer > (this.options.wind.start + this.options.wind.duration)) {
this.options.wind.magnitude = Math.random() * this.options.wind.maxSpeed;
this.options.wind.duration = this.options.wind.magnitude * 50 + (Math.random() * 20 - 10);
this.options.wind.start = this.timer;
var screenHeight = this.height;
this.options.wind.speed = function(t, y) {
var a = this.magnitude/2 * (screenHeight - 2*y/3)/screenHeight;
return a * Math.sin(2*Math.PI/this.duration * t + (3 * Math.PI/2)) + a;
}
}
}
}
LeafScene.prototype.init = function() {
for (var i = 0; i < this.options.numLeaves; i++) {
var leaf = {
el: document.createElement('div'),
x: 0,
y: 0,
z: 0,
rotation: {
axis: 'X',
value: 0,
speed: 0,
x: 0
},
xSpeedVariation: 0,
ySpeed: 0,
path: {
type: 1,
start: 0,
},
image: 1
};
this._resetLeaf(leaf);
this.leaves.push(leaf);
this.world.appendChild(leaf.el);
}
this.world.className = 'leaf-scene';
this.viewport.appendChild(this.world);
this.world.style.webkitPerspective = "400px";
this.world.style.MozPerspective = "400px";
this.world.style.oPerspective = "400px";
this.world.style.perspective = "400px";
var self = this;
window.onresize = function(event) {
self.width = self.viewport.offsetWidth;
self.height = self.viewport.offsetHeight;
};
}
LeafScene.prototype.render = function() {
this._updateWind();
for (var i = 0; i < this.leaves.length; i++) {
this._updateLeaf(this.leaves[i]);
}
this.timer++;
requestAnimationFrame(this.render.bind(this));
}
var leafContainer = document.querySelector('.falling-leaves'),
leaves = new LeafScene(leafContainer);
leaves.init();
leaves.render();
body, html {
height: 100%;
}
.falling-leaves {
position: absolute;
top: 0;
bottom: 0;
left: 50%;
width: 100%;
max-width: 880px;
max-height: 880px;
transform: translate(-50%, 0);
border: 20px solid #fff;
border-radius: 50px;
background-size: cover;
overflow: hidden;
}
.leaf-scene {
position: absolute;
top: 0;
left: 0;
bottom: 0;
width: 100%;
transform-style: preserve-3d;
}
.leaf-scene div {
position: absolute;
top: 0;
left: 0;
width: 20px;
height: 20px;
background: url(https://www.flaticon.com/svg/static/icons/svg/892/892881.svg) no-repeat;
background-size: 100%;
transform-style: preserve-3d;
-webkit-backface-visibility: visible;
backface-visibility: visible;
}
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css">
<div class="falling-leaves"></div>
Unless you're using HTML Canvas, vanilla JS solutions are pretty heavy compared to CSS/JS hybrid because of the browser call stack.
It looks like this:
JS > Style > Layout > Paint > Composite
By minimizing the amount of calculations the browser has to do in JS and grouping reads/writes to the DOM you'll see a significant performance increase. The workload can be recorded with Chrome Dev tools under 'Performance' tab. And you'll be able to see every step the browser is taking to display the content. The less steps, the better performance .. simple as that.
You're writing to the DOM every single transform which is heavy even with 3d acceleration.
I usually make use of CSS variables and transitions for dynamic animation that I update in steps.
What you did is great otherwise. Try rendering on a HTML Canvas and your performance problems will vanish. Here's a start:
https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API
But if you want or cant do canvas adapt to utilize CSS to not drop further than the Paint browser call for majority of frames.

How to move element from left to right, turn back and repeat, using JavaScript?

I am creating a plane animation using plain JavaScript.
There is a class Plane with methods flyRight() and flyLeft(). In both of those class methods I am using setInterval(fucntion() { ... }, 1) to move the plane every 1 milisecond either to the left or to the right.
I have a problem ensuring that after executing myPlane.flyRight(), it doesn't execute the myPlane.flyLeft() - problematic lines in the snippet marked with a comment // DOES NOT WORK.
class Plane {
constructor(htmlId, speed) {
this.plane = document.getElementById(htmlId); // plane HTML element
this.width = parseInt(document.getElementById(htmlId).offsetWidth); // plane's width
this.speed = speed; // pixels per milisecond
this.range = parseInt(window.innerWidth); // plane's range
}
flyLeft() {
var minLeftPos = 0 - this.width - 10;
var planeSpeed = this.speed;
if (this.plane.style.left === '') {
this.plane.style.left = 0
}
var moveLeft = setInterval(function() {
if (parseInt(this.plane.style.left) >= minLeftPos) {
this.plane.style.left = parseInt(this.plane.style.left) - planeSpeed + 'px';
} else {
clearInterval(moveLeft);
this.plane.style.transform = 'rotate(180deg)'; // turns around
this.flyRight(); // DOES NOT WORK
}
}, 1)
}
flyRight() {
var maxLeftPos = this.range + this.width + 10;
var planeSpeed = this.speed;
if (this.plane.style.left === '') {
this.plane.style.left = 0
}
var moveRight = setInterval(function() {
if (parseInt(this.plane.style.left) <= maxLeftPos) {
this.plane.style.left = parseInt(this.plane.style.left) + planeSpeed + 'px';
} else {
clearInterval(moveRight);
this.plane.style.transform = 'rotate(180deg)'; // turns around
this.flyLeft(); // DOES NOT WORK
}
}, 1)
}
fly() {
this.flyRight();
}
}
myPlane = new Plane("plane", 3);
myPlane.fly();
html, body {
overflow: hidden;
}
.plane {
width: 200px;
height: 168px;
position: absolute;
top: 0;
left: 0;
background-image: url('https://cdn.pixabay.com/photo/2014/04/02/10/22/airplane-303639_960_720.png');
background-position: center;
background-size: cover;
}
<div id="plane" class="plane"></div>
The issue is in the bindings you have within your setInterval functions (note at the end of the functions I use .bind). Callback functions used in setInterval and setTimeout need to be bound to a scope in order to handle this.
There is a cleaner way which would involve using arrow functions instead of function(){} format. The reason that method works is arrow functions preserve the lexical scoping, which is exactly what the bind functions are doing. So by using arrow functions you don't have to use .bind at all, it comes for free.
class Plane {
constructor(htmlId, speed) {
this.plane = document.getElementById(htmlId); // plane HTML element
this.width = parseInt(document.getElementById(htmlId).offsetWidth); // plane's width
this.speed = speed; // pixels per milisecond
this.range = parseInt(window.innerWidth); // plane's range
}
flyLeft() {
var minLeftPos = 0 - this.width - 10;
var planeSpeed = this.speed;
if (this.plane.style.left === '') {
this.plane.style.left = 0
}
var moveLeft = setInterval(function() {
if (parseInt(this.plane.style.left) >= minLeftPos) {
this.plane.style.left = parseInt(this.plane.style.left) - planeSpeed + 'px';
} else {
clearInterval(moveLeft);
this.plane.style.transform = 'rotate(180deg)'; // turns around
this.flyRight(); // DOES NOT WORK
}
}.bind(this), 1)
}
flyRight() {
var maxLeftPos = this.range + this.width + 10;
var planeSpeed = this.speed;
if (this.plane.style.left === '') {
this.plane.style.left = 0
}
var moveRight = setInterval(function() {
if (parseInt(this.plane.style.left) <= maxLeftPos) {
this.plane.style.left = parseInt(this.plane.style.left) + planeSpeed + 'px';
} else {
clearInterval(moveRight);
this.plane.style.transform = 'rotate(180deg)'; // turns around
this.flyLeft(); // DOES NOT WORK
}
}.bind(this), 1)
}
fly() {
this.flyRight();
}
}
myPlane = new Plane("plane", 3);
myPlane.fly();
html, body {
overflow: hidden;
}
.plane {
width: 200px;
height: 168px;
position: absolute;
top: 0;
left: 0;
background-image: url('https://cdn.pixabay.com/photo/2014/04/02/10/22/airplane-303639_960_720.png');
background-position: center;
background-size: cover;
}
<div id="plane" class="plane"></div>
I know you are dealing with JavaScript to run this animation, but let me present you a CSS only solution using animation:
html, body {
overflow: hidden;
}
.plane {
transform: translate(-100%);
animation: flyingPlane 10s linear infinite;
width: 200px;
height: 168px;
position: absolute;
top: 0;
left: 0;
background-image: url('https://cdn.pixabay.com/photo/2014/04/02/10/22/airplane-303639_960_720.png');
background-position: center;
background-size: cover;
}
#keyframes flyingPlane {
40% {
transform: translate(100vw);
} 50% {
transform: translate(100vw) scale(-1, 1);
} 90% {
transform: translate(-100%) scale(-1, 1);
}
}
Change functions to arrow functions to avoid them binding there own this. By doing so your function within the setInterval will refer this to their parent context.
class Plane {
...
flyLeft () {
...
var moveLeft = setInterval(() => {
...
}, 1)
}
flyRight () {
...
var moveRight = setInterval(() => {
...
}, 1)
}
...
}
class Plane {
constructor(htmlId, speed) {
this.plane = document.getElementById(htmlId); // plane HTML element
this.width = parseInt(document.getElementById(htmlId).offsetWidth); // plane's width
this.speed = speed; // pixels per milisecond
this.range = parseInt(window.innerWidth); // plane's range
}
flyLeft () {
var minLeftPos = 0 - this.width - 10;
var planeSpeed = this.speed;
if (this.plane.style.left === '') {
this.plane.style.left = 0
}
var moveLeft = setInterval(() => {
if (parseInt(this.plane.style.left) >= minLeftPos) {
this.plane.style.left = parseInt(this.plane.style.left) - planeSpeed + 'px';
} else {
clearInterval(moveLeft);
this.plane.style.transform = 'rotate(180deg)'; // turns around
this.flyRight(); // DOES NOT WORK
}
}, 1)
}
flyRight () {
var maxLeftPos = this.range + this.width + 10;
var planeSpeed = this.speed;
if (this.plane.style.left === '') {
this.plane.style.left = 0
}
var moveRight = setInterval(() => {
if (parseInt(this.plane.style.left) <= maxLeftPos) {
this.plane.style.left = parseInt(this.plane.style.left) + planeSpeed + 'px';
} else {
clearInterval(moveRight);
this.plane.style.transform = 'rotate(180deg)'; // turns around
this.flyLeft(); // DOES NOT WORK
}
}, 1)
}
fly () {
this.flyRight();
}
}
myPlane = new Plane("plane", 3);
myPlane.fly();
html, body {
overflow: hidden;
}
.plane {
width: 200px;
height: 168px;
position: absolute;
top: 0;
left: 0;
background-image: url('https://cdn.pixabay.com/photo/2014/04/02/10/22/airplane-303639_960_720.png');
background-position: center;
background-size: cover;
}
<div id="plane" class="plane"></div>

Hide scroll bar when page preloader loads

I want to hide scroll bar while preloader is loading the scroll bar will not show until unless preloader disappears which means the user can't able to scroll the page while preloader is loading here I'm using canvas as a preloader. I tried by using body overflow: hidden and some CSS also but unable to achieve the result here I used canvas effect as a preloader. Can anyone point me in the right direction what I'm doing wrong?
/* Preloader Effect */
var noise = function(){
//const noise = () => {
var canvas, ctx;
var wWidth, wHeight;
var noiseData = [];
var frame = 0;
var loopTimeout;
// Create Noise
const createNoise = function() {
const idata = ctx.createImageData(wWidth, wHeight);
const buffer32 = new Uint32Array(idata.data.buffer);
const len = buffer32.length;
for (var i = 0; i < len; i++) {
if (Math.random() < 0.5) {
buffer32[i] = 0xff000000;
}
}
noiseData.push(idata);
};
// Play Noise
const paintNoise = function() {
if (frame === 9) {
frame = 0;
} else {
frame++;
}
ctx.putImageData(noiseData[frame], 0, 0);
};
// Loop
const loop = function() {
paintNoise(frame);
loopTimeout = window.setTimeout(function() {
window.requestAnimationFrame(loop);
}, (1000 / 25));
};
// Setup
const setup = function() {
wWidth = window.innerWidth;
wHeight = window.innerHeight;
canvas.width = wWidth;
canvas.height = wHeight;
for (var i = 0; i < 10; i++) {
createNoise();
}
loop();
};
// Reset
var resizeThrottle;
const reset = function() {
window.addEventListener('resize', function() {
window.clearTimeout(resizeThrottle);
resizeThrottle = window.setTimeout(function() {
window.clearTimeout(loopTimeout);
setup();
}, 200);
}, false);
};
// Init
const init = (function() {
canvas = document.getElementById('noise');
ctx = canvas.getContext('2d');
setup();
})();
};
noise();
$(document).ready(function(){
$('body').css({
overflow: 'hidden'
});
setTimeout(function(){
$('#preloader').fadeOut('slow', function(){
$('body').css({
overflow: 'auto'
});
});
}, 5000);
});
#preloader {
position: fixed;
height: 100vh;
width: 100%;
z-index: 5000;
top: 0;
left: 0;
right: 0;
bottom: 0;
background-color: #fff;
/* change if the mask should have another color then white */
z-index: 10000;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/2.2.4/jquery.min.js"></script>
<div id="preloader">
<canvas id="noise" class="noise"></canvas>
</div>
Try these Codes, If it works for you. I found this on StackOverflow. Source: Disable scrolling when preload a web page
Js Code
$(window).load(function() {
$(".preloader").fadeOut(1000, function() {
$('body').removeClass('loading');
});
});
Css Code
.loading {
overflow: hidden;
height: 100vh;
}
.preloader {
background: #fff;
position: fixed;
text-align: center;
bottom: 0;
right: 0;
left: 0;
top: 0;
}
.preloader4 {
position: absolute;
margin: -17px 0 0 -17px;
left: 50%;
top: 50%;
width:35px;
height:35px;
padding: 0px;
border-radius:100%;
border:2px solid;
border-top-color:rgba(0,0,0, 0.65);
border-bottom-color:rgba(0,0,0, 0.15);
border-left-color:rgba(0,0,0, 0.65);
border-right-color:rgba(0,0,0, 0.15);
-webkit-animation: preloader4 0.8s linear infinite;
animation: preloader4 0.8s linear infinite;
}
#keyframes preloader4 {
from {transform: rotate(0deg);}
to {transform: rotate(360deg);}
}
#-webkit-keyframes preloader4 {
from {-webkit-transform: rotate(0deg);}
to {-webkit-transform: rotate(360deg);}
}
Code
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
<body class="loading">
<div class="preloader">
<div class="preloader4"></div>
</div>
//Code
</body>
You need to set overflow: hidden and height: 100vh both on the body and the html tags.
/* Preloader Effect */
var noise = function(){
//const noise = () => {
var canvas, ctx;
var wWidth, wHeight;
var noiseData = [];
var frame = 0;
var loopTimeout;
// Create Noise
const createNoise = function() {
const idata = ctx.createImageData(wWidth, wHeight);
const buffer32 = new Uint32Array(idata.data.buffer);
const len = buffer32.length;
for (var i = 0; i < len; i++) {
if (Math.random() < 0.5) {
buffer32[i] = 0xff000000;
}
}
noiseData.push(idata);
};
// Play Noise
const paintNoise = function() {
if (frame === 9) {
frame = 0;
} else {
frame++;
}
ctx.putImageData(noiseData[frame], 0, 0);
};
// Loop
const loop = function() {
paintNoise(frame);
loopTimeout = window.setTimeout(function() {
window.requestAnimationFrame(loop);
}, (1000 / 25));
};
// Setup
const setup = function() {
wWidth = window.innerWidth;
wHeight = window.innerHeight;
canvas.width = wWidth;
canvas.height = wHeight;
for (var i = 0; i < 10; i++) {
createNoise();
}
loop();
};
// Reset
var resizeThrottle;
const reset = function() {
window.addEventListener('resize', function() {
window.clearTimeout(resizeThrottle);
resizeThrottle = window.setTimeout(function() {
window.clearTimeout(loopTimeout);
setup();
}, 200);
}, false);
};
// Init
const init = (function() {
canvas = document.getElementById('noise');
ctx = canvas.getContext('2d');
setup();
})();
};
noise();
$(document).ready(function(){
$('body, html').css({
overflow: 'hidden',
height: '100vh'
});
setTimeout(function(){
$('#preloader').fadeOut('slow', function(){
$('body, html').css({
overflow: 'auto',
height: 'auto'
});
});
}, 5000);
});
#preloader {
position: fixed;
height: 100vh;
width: 100%;
z-index: 5000;
top: 0;
left: 0;
right: 0;
bottom: 0;
background-color: #fff;
/* change if the mask should have another color then white */
z-index: 10000;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/2.2.4/jquery.min.js"></script>
<div id="preloader">
<canvas id="noise" class="noise"></canvas>
</div>
Set the position of body as fixed and when the page is loaded, remove that.
document.body.style.position = "fixed";
window.addEventListener("load", () => {
document.body.style.position = "";
document.querySelector(".preloader").style.display = "none";
});

Javascript - moving multiple images inside a div, with border control

Little premise: I didn't want to make this question, because I thought it was a too personal and generic problem; but after 2 days without any improvement, I couldn't resist anymore.
So basically, my project is an aquarium with multiple fishes inside.
It all works fine, the only problem is that, in short words: the first fish image remains inside the div(it even stops too soon), the second one arrives a bit farther, the third even farther, and so on.
The opposite thing happens with the top margin: going forward, the last fish is always farther from the margin, and I can't find out the reason.
My scope is to keep all the fishes inside the "acquario" div (which has the black borders).
P.S. With sx and dx margins, they have no problem.
var BORDER_LEFT_RIGHT = 7;
var BORDER_TOP_DOWN = 28;
var fishes = new Array();
var nextId = 0;
var heightMax;
var widthMax;
var n; //initial direction, see createFish()
init();
/* light blue fish (dory, to clarify)*/
createFish("https://s18.postimg.org/n8sqmtjkp/pesce1_sx.png", "https://s30.postimg.org/6w8xyqwep/pesce1_dx.png");
/* white and yellow fish */
createFish("https://s28.postimg.org/6aalv0pst/pesce2_sx.png", "https://s29.postimg.org/dxbi0vypz/pesce2_dx.png");
/* dark blue fish */
createFish("https://s24.postimg.org/sbgt8zn6t/pesce3_sx.png", "https://s29.postimg.org/v65opob7r/pesce3_dx.png");
/* white-blue-yellow fish */
createFish("https://s30.postimg.org/62lb9bfwx/pesce4_sx.png", "https://s28.postimg.org/kt5m4ea65/pesce4_dx.png");
/* orange fish */
createFish("https://s18.postimg.org/q5sq0saex/pesce5_sx.png", "https://s18.postimg.org/uqnwe2vex/pesce5_dx.png");
showFishes();
function init() {
heightMax = document.getElementById("acquario").clientHeight - BORDER_TOP_DOWN;
widthMax = document.getElementById("acquario").clientWidth - BORDER_LEFT_RIGHT;
n = 1;
}
function createFish(src1, src2) {
imgFishSX = new Image();
imgFishDX = new Image();
imgFishSX.src = src1;
imgFishDX.src = src2;
n *= -1;
var fish = {
id: nextId,
/* default x position: random number between 1 and widthMax */
x: Math.floor((Math.random() * widthMax - imgFishSX.width) + 1),
/* default y position: random number between 1 and heightMax */
y: Math.floor((Math.random() * heightMax - imgFishSX.height) + 1),
xIncrease: n * getIncrease(),
yIncrease: n * getIncrease(),
imageSX: imgFishSX,
imageDX: imgFishDX
};
addFishToArray((fish));
nextId++;
}
function addFishToArray(fish) {
fishes.push(fish);
}
function showFishes() {
var node = document.getElementById("acquario");
var stringToInner = "";
var src;
/* first, we make the string with all the img filled in */
for (var i = 0; i < fishes.length; i++) {
/* we have to check if the default increase direction was <-- or --> */
fishes[i].xIncrease > 0 ? src = fishes[i].imageSX.src : src = fishes[i].imageDX.src;
/* z-index --> overlap priority */
stringToInner += "<img src =\"" + src +
"\" id=\"" + fishes[i].id + "\" style= \"margin-left: " +
fishes[i].x + "px;margin-top: " + fishes[i].y + "px;z-index: " +
fishes[i].id + ";position: absolute;\">";
stringToInner += "<br>";
}
/* then, we insert it */
node.innerHTML = stringToInner;
/* let's raise hell! */
moveFishes();
}
function getIncrease() {
return Math.floor((Math.random() * 5) + 1);
}
function moveFishes() {
/* scroll the array: we need to check each fish one by one */
for (var i = 0; i < fishes.length; i++) {
moveFish(fishes[i]);
}
/* infinite loop */
setTimeout(function() {
moveFishes()
}, 50);
}
function moveFish(fish) {
/* with this node, I'll apply changes to my html document */
node = document.getElementById(fish.id);
/* we are inside, just move */
if (fish.x > 0 && fish.x < widthMax - node.width && fish.y > 0 && fish.y < heightMax - node.height) {
node.style.marginLeft = fish.x + "px";
node.style.marginTop = fish.y + "px";
fish.x += fish.xIncrease;
fish.y += fish.yIncrease;
/* too --> , we need to get <-- */
} else if (fish.x >= widthMax - node.width) {
node.src = fish.imageDX.src;
fish.xIncrease = -getIncrease();
fish.x += fish.xIncrease;
/* too <-- , we need to get --> */
} else if (fish.x <= 0) {
node.src = fish.imageSX.src;
fish.xIncrease = 5;
fish.x += getIncrease();
/* too up, we need to get down */
} else if (fish.y >= heightMax - node.height) {
fish.yIncrease = -getIncrease();
fish.y += fish.yIncrease;
/* too down, we need to get up */
} else if (fish.y <= 0) {
fish.yIncrease = getIncrease();
fish.y += fish.yIncrease;
}
}
* {
box-sizing: border-box;
}
.row::after {
content: "";
clear: both;
display: block;
}
html {
background: url("https://s24.postimg.org/rakxoa7sl/sfondo.jpg") no-repeat center center fixed;
-webkibact-background-size: cover;
-moz-background-size: cover;
-o-background-size: cover;
background-size: cover;
}
html,
body {
height: 100%;
margin: 0;
}
#main {
margin: 0;
height: 100%;
}
#acquario {
border-bottom: 28px solid black;
border-top: 28px solid black;
border-right: 7px solid black;
border-left: 7px solid black;
height: 100%;
}
<body>
<div id="main">
<div id="acquario">
</div>
</div>
</body>
do you want the fishes to bound off the walls or to hide under the wall? and why do you use margin-left and margin-top instead of top and left properties? it makes the aquarium scrolling. Is it ok now?
var BORDER_LEFT_RIGHT = 7;
var BORDER_TOP_DOWN = 28;
var fishes = new Array();
var nextId = 0;
var heightMax;
var widthMax;
var n; //initial direction, see createFish()
init();
/* light blue fish (dory, to clarify)*/
createFish("https://s18.postimg.org/n8sqmtjkp/pesce1_sx.png", "https://s30.postimg.org/6w8xyqwep/pesce1_dx.png");
/* white and yellow fish */
createFish("https://s28.postimg.org/6aalv0pst/pesce2_sx.png", "https://s29.postimg.org/dxbi0vypz/pesce2_dx.png");
/* dark blue fish */
createFish("https://s24.postimg.org/sbgt8zn6t/pesce3_sx.png", "https://s29.postimg.org/v65opob7r/pesce3_dx.png");
/* white-blue-yellow fish */
createFish("https://s30.postimg.org/62lb9bfwx/pesce4_sx.png", "https://s28.postimg.org/kt5m4ea65/pesce4_dx.png");
/* orange fish */
createFish("https://s18.postimg.org/q5sq0saex/pesce5_sx.png", "https://s18.postimg.org/uqnwe2vex/pesce5_dx.png");
showFishes();
function init() {
heightMax = document.getElementById("acquario").clientHeight + BORDER_TOP_DOWN;
widthMax = document.getElementById("acquario").clientWidth + BORDER_LEFT_RIGHT;
n = 1;
}
function createFish(src1, src2) {
imgFishSX = new Image();
imgFishDX = new Image();
imgFishSX.src = src1;
imgFishDX.src = src2;
n *= -1;
var fish = {
id: nextId,
/* default x position: random number between 1 and widthMax */
x: Math.floor((Math.random() * (widthMax - BORDER_LEFT_RIGHT - imgFishSX.width)) + BORDER_LEFT_RIGHT),
/* default y position: random number between 1 and heightMax */
y: Math.floor((Math.random() * (heightMax - BORDER_TOP_DOWN - imgFishSX.height)) + BORDER_TOP_DOWN),
xIncrease: n * getIncrease(),
yIncrease: n * getIncrease(),
imageSX: imgFishSX,
imageDX: imgFishDX
};
addFishToArray((fish));
nextId++;
}
function addFishToArray(fish) {
fishes.push(fish);
}
function showFishes() {
var node = document.getElementById("acquario");
var stringToInner = "";
var src;
/* first, we make the string with all the img filled in */
for (var i = 0; i < fishes.length; i++) {
/* we have to check if the default increase direction was <-- or --> */
fishes[i].xIncrease > 0 ? src = fishes[i].imageSX.src : src = fishes[i].imageDX.src;
/* z-index --> overlap priority */
stringToInner += "<img src =\"" + src +
"\" id=\"" + fishes[i].id + "\" style= \"left: " +
fishes[i].x + "px;top: " + fishes[i].y + "px;z-index: " +
fishes[i].id + ";position: absolute;\">";
stringToInner += "<br>";
}
/* then, we insert it */
node.innerHTML = stringToInner;
/* let's raise hell! */
moveFishes();
}
function getIncrease() {
return Math.floor((Math.random() * 5) + 1);
}
function moveFishes() {
/* scroll the array: we need to check each fish one by one */
for (var i = 0; i < fishes.length; i++) {
moveFish(fishes[i]);
}
/* infinite loop */
setTimeout(function() {
moveFishes()
}, 50);
}
function moveFish(fish) {
/* with this node, I'll apply changes to my html document */
node = document.getElementById(fish.id);
/* we are inside, just move */
if (fish.x > BORDER_LEFT_RIGHT && fish.x < widthMax - node.width && fish.y > BORDER_TOP_DOWN && fish.y < heightMax - node.height) {
node.style.left = fish.x + "px";
node.style.top = fish.y + "px";
fish.x += fish.xIncrease;
fish.y += fish.yIncrease;
/* too --> , we need to get <-- */
} else if (fish.x >= widthMax - node.width) {
node.src = fish.imageDX.src;
fish.xIncrease = -getIncrease();
fish.x += fish.xIncrease;
/* too <-- , we need to get --> */
} else if (fish.x <= BORDER_LEFT_RIGHT) {
node.src = fish.imageSX.src;
fish.xIncrease = 5;
fish.x += getIncrease();
/* too up, we need to get down */
} else if (fish.y >= heightMax - node.height) {
fish.yIncrease = -getIncrease();
fish.y += fish.yIncrease;
/* too down, we need to get up */
} else if (fish.y <= BORDER_TOP_DOWN) {
fish.yIncrease = getIncrease();
fish.y += fish.yIncrease;
}
}
* {
box-sizing: border-box;
}
.row::after {
content: "";
clear: both;
display: block;
}
html {
background: url("https://s24.postimg.org/rakxoa7sl/sfondo.jpg") no-repeat center center fixed;
-webkibact-background-size: cover;
-moz-background-size: cover;
-o-background-size: cover;
background-size: cover;
}
html,
body {
height: 100%;
margin: 0;
}
#main {
margin: 0;
height: 100%;
}
#acquario {
border-bottom: 28px solid black;
border-top: 28px solid black;
border-right: 7px solid black;
border-left: 7px solid black;
height: 100%;
}
<body>
<div id="main">
<div id="acquario">
</div>
</div>
</body>
I know Pawel has fixed your issue, but I did state I would provide a canvas version so here it is
jsFiddle : https://jsfiddle.net/CanvasCode/zh0b7zrj/1/
HTML :
<canvas id="myCanvas"></canvas>
CSS :
html,
body {
width: 100%;
height: 100%;
margin: 0px;
overflow: hidden;
}
Javascript :
var canvas = document.getElementById('myCanvas');
var ctx = canvas.getContext("2d");
var backgroundImage = new Image();
canvas.width = document.body.clientWidth; //document.width is obsolete
canvas.height = document.body.clientHeight; //document.height is obsolete
// Fish
function FishObject(xSet, ySet, xSpeed, ySpeed, spriteUrlRight, spriteUrlLeft) {
this.XPos = xSet;
this.YPos = ySet;
this.XDefaultSpeed = xSpeed;
this.YDefaultSpeed = ySpeed;
this.xSpeed = this.XDefaultSpeed;
this.ySpeed = this.YDefaultSpeed;
this.RightSprite = new Image();
this.RightSprite.src = spriteUrlRight;
this.LeftSprite = new Image();
this.LeftSprite.src = spriteUrlLeft;
}
FishObject.prototype.Draw = function(ctx) {
if (this.xSpeed > 0) {
ctx.drawImage(this.RightSprite, this.XPos, this.YPos);
} else {
ctx.drawImage(this.LeftSprite, this.XPos, this.YPos);
}
}
FishObject.prototype.Update = function(ctx) {
this.XPos += this.xSpeed;
this.YPos += this.ySpeed;
if (this.XPos <= 0) {
this.xSpeed = this.XDefaultSpeed;
} else if ((this.XPos + this.RightSprite.width) >= canvas.width) {
this.xSpeed = -this.XDefaultSpeed;
}
if (this.YPos <= 0) {
this.ySpeed = this.YDefaultSpeed;
} else if ((this.YPos + this.RightSprite.height) >= canvas.height) {
this.ySpeed = -this.YDefaultSpeed;
}
}
backgroundImage.src = 'https://s24.postimg.org/rakxoa7sl/sfondo.jpg';
var Fishs = [];
Fishs.push(new FishObject(0, 0, 1, 1, "https://s18.postimg.org/n8sqmtjkp/pesce1_sx.png",
"https://s30.postimg.org/6w8xyqwep/pesce1_dx.png"));
Fishs.push(new FishObject(0, 0, 2, 1.2, "https://s28.postimg.org/6aalv0pst/pesce2_sx.png",
"https://s29.postimg.org/dxbi0vypz/pesce2_dx.png"));
Fishs.push(new FishObject(0, 0, 1.7, 2.8, "https://s24.postimg.org/sbgt8zn6t/pesce3_sx.png",
"https://s29.postimg.org/v65opob7r/pesce3_dx.png"));
Fishs.push(new FishObject(0, 0, 0.2, 0.5, "https://s30.postimg.org/62lb9bfwx/pesce4_sx.png",
"https://s28.postimg.org/kt5m4ea65/pesce4_dx.png"));
Fishs.push(new FishObject(0, 0, 0.7, 0.1, "https://s18.postimg.org/q5sq0saex/pesce5_sx.png",
"https://s18.postimg.org/uqnwe2vex/pesce5_dx.png"));
setInterval(function() {
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(backgroundImage, 0, 0);
for (var i = 0; i < Fishs.length; i++) {
var fishObject = Fishs[i];
fishObject.Draw(ctx);
fishObject.Update(ctx);
}
}, (1000 / 60)); // 60 FPS (frames per second)

Array slide show not working smoothly with javascript

Written some javascript (very new to this) to center the div and make it full screen adjusting as the window does, that works fine but now I have added some script I found online to transition from one image to another using an array. They seem to be contradicting each other messing up the animation, the biggest problem is when I resize the window. Here is my jsfiddle so you can see for yourself. Thanks in advance.
http://jsfiddle.net/xPZ3W/
function getWidth() {
var w = window.innerWidth;
x = document.getElementById("wrapper");
x.style.transition = "0s linear 0s";
x.style.width= w +"px";
}
function moveHorizontal() {
var w = window.innerWidth;
x = document.getElementById("wss");
x.style.transition = "0s linear 0s";
x.style.left= w / 2 -720 +"px" ;
}
function moveVertical() {
var h = window.innerHeight;
x = document.getElementById("wss");
x.style.transition = "0s linear 0s";
x.style.top= h / 2 -450 +"px" ;
}
var i = 0;
var wss_array = ['http://cdn.shopify.com/s/files/1/0259/8515/t/14/assets/slideshow_3.jpg? 48482','http://cdn.shopify.com/s/files/1/0259/8515/t/14/assets/slideshow_5.jpg?48482'];
var wss_elem;
function wssNext(){
i++;
wss_elem.style.opacity = 0;
if(i > (wss_array.length - 1)){
i = 0;
}
setTimeout('wssSlide()',1000);
}
function wssSlide(){
wss_elem = document.getElementById("wss")
wss_elem.innerHTML = '<img src="'+wss_array[i]+'">';
wss.style.transition = "0.5s linear 0s";
wss_elem.style.opacity = 1;
setTimeout('wssNext()',3000);
}
So I whipped up this JSFiddle from scratch, and I hope it helps out. Pure CSS transitions from class to class using your array URLs to switch among the pictures.
Basically this just advances the "active" class to the next one everytime it's called, provided the first picture is set to "active" class.
var pics = document.getElementById('slideshow').children,
active = 0;
function slideshow() {
for (var i = 0; i < pics.length; i++) {
if (i == active && pics[i].className == "active") {
console.log(i, active, (active + 1) % pics.length);
active = (active + 1) % pics.length;
}
pics[i].className = "";
}
pics[active].className = "active";
setTimeout(slideshow, 2000);
}
setTimeout(slideshow, 2000);
And here's the CSS, which absolutely positions the container, and hides all its children unless it has the active class, to which it will transition smoothly.
#slideshow {
position: absolute;
top: 20%;
bottom: 20%;
left: 20%;
right: 20%;
}
#slideshow img {
position: absolute;
max-height: 100%;
max-width: 100%;
opacity: 0;
transition: opacity 1s linear;
}
#slideshow .active {
opacity: 1;
}

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