Moving svg:svg is not working - javascript

I'm having trouble moving an svg that is inside another svg. I would like to directly effect the x and y value but I get a "read-only" error. Then I tried to use transform however it doesn't do anything. I'm currently using Chrome to test.
Code:
http://jsfiddle.net/un6ep/68/
"use strict";
function SVGGraph(div, data, pos) {
this.div = (div===undefined)?document.getElementsByTagName("BODY")[0]:div;
this.data = (data===undefined)?[]:data;
this.children = [];
this.width = 100;
this.height = 100;
this.pos = {x:0,y:0};
this.scale = 1;
this.rotation = 0;
this.ns = "http://www.w3.org/2000/svg";
/////////////////////////////////////////////////////////
//Functions to set the display the information to the user
/////////////////////////////////////////////////////////
this.generateSelf = function() {
var line = document.createElementNS(this.ns, 'path');
var start = {x:0,y:0}
var end = {x:100,y:100}
var ctrl = 100;
line.setAttribute("d", "M"+start.x+","+start.y+" C"+(start.x+ctrl)+","+start.y+" "+(end.x-ctrl)+","+end.y+" "+end.x+","+end.y+"");
line.style.stroke = "#ff00ff";
line.style.fill = "none";
line.style.strokeWidth = "5px";
this.svg.appendChild(line);
}
/////////////////////////////////////////////////////////
//Functions to deal with child object
/////////////////////////////////////////////////////////
this.addChild = function(data) {
data = (data===undefined)?[]:data;
this.children.push(new SVGGraph(this.svg, data));
}
/////////////////////////////////////////////////////////
//Functions to set the properties of the svg
/////////////////////////////////////////////////////////
this.setPos = function(x, y) {
this.pos.x = x;
this.pos.y = y;
//I would like to do this.svg.x = <some number>
this.updateTransform();
}
this.updateTransform = function() {
console.log('translate('+this.pos.x+','+this.pos.y+')');
this.svg.setAttribute('transform','translate(50,50)');
//this.svg.setAttributeNS(this.ns,'transform','translate(50,50)');
}
/////////////////////////////////////////////////////////
//Init function
/////////////////////////////////////////////////////////
this.init = function() {
//create the svg area
this.svg = document.createElementNS(this.ns, 'svg');
if (this.div.nodeName.toLowerCase() != "svg") {//if the div is not a sub div then make it fill the space
this.svg.style.width = "100%";
this.svg.style.height = "100%";
}
this.svg.style.overflow = "visible";
this.div.appendChild(this.svg);
//generate what this looks like
this.generateSelf();
}
this.init();
}
var temp;
window.onload = mainInit;
function mainInit() {
console.log("hello");
temp = new SVGGraph();
temp.addChild();
temp.children[0].setPos(50,50)
}
mainInit()

As described here, transforms are not supported for svg elements.
But, in order to achieve what you need you will need to wrap everything in a g element (a group) and you can apply the transform to that:
...
var group = document.createElementNS(this.ns, 'g');
group.appendChild(line);
this.svg.appendChild(group);
and then when you set the transform
this.svg.children[0].setAttribute('transform','translate(50,50)');
Like this each SVG you create will have a group and the group will contains everything you need to be translated, and this group will alos support other kinds of transformations. http://jsfiddle.net/un6ep/69/
EDIT: Better you need to use this to work on IE ... seems that IE does not know children:
this.svg.childNodes[0].setAttribute('transform','translate(50,50)');
http://jsfiddle.net/un6ep/70/

Related

Make a multiple objects with javascript and png

I'm trying to get a spaceship animation scene with a group of comets going down.
//Create a comet div with img attached to it
var cometScene = function(spaceNo){
var b = document.createElement('div');
b.id = 'cometio';
var cometImage = document.createElement('img');
cometImage.setAttribute('src', 'images/comet1.png');
b.appendChild(cometImage);
document.getElementById('wrap').appendChild(b);
}
//Comet move
function cometMove(){
var comet = document.getElementById('cometio');
var pos = 0;
var interval = setInterval(scene, 3);
function scene(){
if (pos === 1000){
clearInterval(interval);
} else {
pos++;
comet.style.top = pos + 'px';
comet.style.left = pos + 'px';
}
}
setInterval(scene, 3)
}
But when I call a function cometScene(3) I'm not getting 3 similar objects. Also how these objects can be allocated across the whole screen as this is just a single div.
function main(){
var w = document.createElement('div');
w.id = 'wrap';
document.querySelector('body').appendChild(w);
astronautScene();
cometScene();
shaceshipScene();
cometMove();
astronautMove();
}
This it what I would do:
Give the comets a class instead of an id, because there can be more of them.
Because there can be multiple use a loop to iterate through them
To give them the ability to move freely, they need to have position:absolute or something similiar
Don't use the same variable for the position of all comets, because they could be in different positions
To get the current position just parse the currect top and left value to a Number
//Create a comet div with img attached to it
var cometScene = function(spaceNo) {
var b = document.createElement('div');
b.className = 'cometio';
var cometImage = document.createElement('img');
cometImage.setAttribute('src', 'images/comet1.png');
b.appendChild(cometImage);
document.getElementById('wrap').appendChild(b);
}
//Comet move
function cometMove() {
var comets = document.getElementsByClassName('cometio');
for (let i = 0; i < comets.length; i++) {
const comet = comets[i];
comet.style.top = "0px";
comet.style.left = "0px";
comet.style.position = "absolute";
var interval = setInterval(scene, 3);
function scene() {
let x = parseInt(comet.style.left);
let y = parseInt(comet.style.top);
if (x === 1000) {
clearInterval(interval);
} else {
comet.style.top = (1 + x) + 'px';
comet.style.left = (1 + y) + 'px';
}
}
}
//setInterval(scene, 3)don't start the interval twice
}
function main() {
var w = document.createElement('div');
w.id = 'wrap';
document.querySelector('body').appendChild(w);
//astronautScene();
cometScene();
//shaceshipScene();
cometMove();
//astronautMove();
}
main();

Creating a click event in Javascript Canvas

I'm having trouble creating a click event for my Javascript canvas game. So far I have been following a tutorial, however the way you interact with the game is through mouse hover. I would like to change it so that instead of hovering over objects in the canvas to interact, I instead use a mouse click.
The following is the code I use to detect the mouse hover.
getDistanceBetweenEntity = function (entity1,entity2) //return distance
{
var vx = entity1.x - entity2.x;
var vy = entity1.y - entity2.y;
return Math.sqrt(vx*vx+vy*vy);
}
testCollisionEntity = function (entity1,entity2) //return if colliding
{
var distance = getDistanceBetweenEntity(entity1,entity2);
return distance < 50;
}
I then use this in a loop to interact with it.
var isColliding = testCollisionEntity(player,nounList[key]);
if(isColliding)
{
delete nounList[key];
player.score = player.score + 10;
}
Below is a complete copy of my game at its current state.
<canvas id="ctx" width="500" height="500" style="border:1px solid #000000;"></canvas>
<script>
var ctx = document.getElementById("ctx").getContext("2d");
ctx.font = '30px Arial';
//Setting the height of my canvas
var HEIGHT = 500;
var WIDTH = 500;
//Player class
var player =
{
x:50,
spdX:30,
y:40,
spdY:5,
name:'P',
score:0,
};
//Creating arrays
var nounList ={};
var adjectivesList ={};
var verbsList ={};
getDistanceBetweenEntity = function (entity1,entity2) //return distance
{
var vx = entity1.x - entity2.x;
var vy = entity1.y - entity2.y;
return Math.sqrt(vx*vx+vy*vy);
}
testCollisionEntity = function (entity1,entity2) //return if colliding
{
var distance = getDistanceBetweenEntity(entity1,entity2);
return distance < 50;
}
Nouns = function (id,x,y,name)
{
var noun =
{
x:x,
y:y,
name:name,
id:id,
};
nounList[id] = noun;
}
Adjectives = function (id,x,y,name)
{
var adjective =
{
x:x,
y:y,
name:name,
id:id,
};
adjectivesList[id] = adjective;
}
Verbs = function (id,x,y,name)
{
var verb =
{
x:x,
y:y,
name:name,
id:id,
};
verbsList[id] = verb;
}
document.onmousemove = function(mouse)
{
var mouseX = mouse.clientX;
var mouseY = mouse.clientY;
player.x = mouseX;
player.y = mouseY;
}
updateEntity = function (something)
{
updateEntityPosition(something);
drawEntity(something);
}
updateEntityPosition = function(something)
{
}
drawEntity = function(something)
{
ctx.fillText(something.name,something.x,something.y);
}
update = function ()
{
ctx.clearRect(0,0,WIDTH,HEIGHT);
drawEntity(player);
ctx.fillText("Score: " + player.score,0,30);
for(var key in nounList)
{
updateEntity(nounList[key]);
var isColliding = testCollisionEntity(player,nounList[key]);
if(isColliding)
{
delete nounList[key];
player.score = player.score + 10;
}
}
for(var key in adjectivesList)
{
updateEntity(adjectivesList[key])
var isColliding = testCollisionEntity(player,adjectivesList[key]);
if(isColliding)
{
delete adjectivesList[key];
player.score = player.score - 1;
}
}
for(var key in verbsList)
{
updateEntity(verbsList[key])
var isColliding = testCollisionEntity(player,verbsList[key]);
if(isColliding)
{
delete verbsList[key];
player.score = player.score - 1;
}
}
if(player.score >= 46)
{
ctx.clearRect(0,0,WIDTH,HEIGHT);
ctx.fillText("Congratulations! You win!",50,250);
ctx.fillText("Refresh the page to play again.",50,300);
}
}
Nouns('N1',150,350,'Tea');
Nouns('N2',400,450,'Park');
Nouns('N3',250,150,'Knee');
Nouns('N4',50,450,'Wall');
Nouns('N5',410,50,'Hand');
Adjectives('A1',50,100,'Broken');
Adjectives('A2',410,300,'Noisy');
Verbs('V1',50,250,'Smell');
Verbs('V2',410,200,'Walk');
setInterval(update,40);
To summarize all I want to do is change it so that instead of mousing over words to delete them you have to click.
(Apologies for not using correct terminology in places, my programming knowledge is quite limited.)
You can have your canvas listen for mouse clicks on itself like this:
// get a reference to the canvas element
var canvas=document.getElementById('ctx');
// tell canvas to listen for clicks and call "handleMouseClick"
canvas.onclick=handleMouseClick;
In the click handler, you'll need to know the position of your canvas relative to the viewport. That's because the browser always reports mouse coordinates relative to the viewport. You can get the canvas position relative to the viewport like this:
// get the bounding box of the canvas
var BB=canvas.getBoundingClientRect();
// get the left X position of the canvas relative to the viewport
var BBoffsetX=BB.left;
// get the top Y position of the canvas relative to the viewport
var BBoffsetY=BB.top;
So your mouseClickHandler might look like this:
// this function will be called when the user clicks
// the mouse in the canvas
function handleMouseClick(e){
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
// get the canvas postion relative to the viewport
var BB=canvas.getBoundingClientRect();
var BBoffsetX=BB.left;
var BBoffsetY=BB.top;
// calculate the mouse position
var mouseX=e.clientX-BBoffsetX;
var mouseY=e.clientY-BBoffsetY;
// report the mouse position using the h4
$position.innerHTML='Click at '+parseInt(mouseX)+' / '+parseInt(mouseY);
}
If your game doesn't let the window scroll or resize then the canvas postion won't change relative to the viewport. Then, for better performance, you can move the 3 lines relating to getting the canvas position relative to the viewport to the top of your app.
// If the browser window won't be scrolled or resized then
// get the canvas postion relative to the viewport
// once at the top of your app
var BB=canvas.getBoundingClientRect();
var BBoffsetX=BB.left;
var BBoffsetY=BB.top;
function handleMouseClick(e){
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
// calculate the mouse position
var mouseX=e.clientX-BBoffsetX;
var mouseY=e.clientY-BBoffsetY;
// report the mouse position using the h4
$position.innerHTML='Click at '+parseInt(mouseX)+' / '+parseInt(mouseY);
}

Create and update CSS in two methods

How to update universe variable css using create and update methods below:
var gravity = {
universe: function (width, height, color) {
this._width = width;
this._height = height;
this._color = color;
var universe;
var create = function () {
universe = document.createElement("div");
universe.style.border = "5px solid #DDD";
universe.style.overflow = "hidden";
document.body.appendChild(universe);
};
var update = function () {
universe.style.width = this._width + "px";
universe.style.height = this._height + "px";
universe.style.backgroundColor = this._color;
};
create();
update();
}
}
Update method doesn't work.
your update method "doesnt work" because when you call it, this references the window object.
if you wanted it to work, one possible solution would be to set var that = this; outside of the update method and replace all references to this with that inside the method.
this should clear things up a bit

PIXI JS Priority call mouseover event

When we create multiple sprites, the function mouseover is called when any hover in hitArea polygon. Regardless, whether applied to another object.
Visibility of sprite governed by sorting the array. The later was added to the sprite in stage.children, the higher it will be. Here is an example in which one rectangle superimposed on the other. At the same time, when we put things on the upper left corner of the bottom sprite, at the top of the object function mouseover will work call, although it is under the other.
How to solve this problem? hitarea not suitable, since the facilities will be constantly dragging.
Thanks in advance for your reply!
var stage = new PIXI.Stage(0x97c56e, true);
var renderer = PIXI.autoDetectRenderer(window.innerWidth, window.innerHeight, null);
document.body.appendChild(renderer.view);
renderer.view.style.position = "absolute";
renderer.view.style.top = "0px";
renderer.view.style.left = "0px";
requestAnimFrame( animate );
var texture = new PIXI.RenderTexture()
r1 = new PIXI.Graphics()
r1.beginFill(0xFFFF00);
r1.drawRect(0, 0, 400, 400)
r1.endFill()
texture.render(r1);
var texture2 = new PIXI.RenderTexture()
r1 = new PIXI.Graphics()
r1.beginFill(0xDDDD00);
r1.drawRect(0, 0, 300, 300)
r1.endFill()
texture2.render(r1);
createBunny(100, 100, texture)
createBunny(120, 120, texture2)
function createBunny(x, y, texture) {
var bunny = new PIXI.Sprite(texture);
bunny.interactive = true;
bunny.buttonMode = true;
bunny.anchor.x = 0.5;
bunny.anchor.y = 0.5;
bunny.scale.x = bunny.scale.y = 0.5;
bunny.mouseover = function(data) {
console.log('mouse over!')
}
bunny.mousedown = bunny.touchstart = function(data) {
this.data = data;
this.alpha = 0.9;
this.dragging = true;
this.sx = this.data.getLocalPosition(bunny).x * bunny.scale.x;
this.sy = this.data.getLocalPosition(bunny).y * bunny.scale.y;
};
bunny.mouseup = bunny.mouseupoutside = bunny.touchend = bunny.touchendoutside = function(data) {
this.alpha = 1
this.dragging = false;
this.data = null;
};
bunny.mousemove = bunny.touchmove = function(data) {
if(this.dragging) {
var newPosition = this.data.getLocalPosition(this.parent);
this.position.x = newPosition.x - this.sx;
this.position.y = newPosition.y - this.sy;
}
}
bunny.position.x = x;
bunny.position.y = y;
stage.addChild(bunny);
}
function animate() {
requestAnimFrame( animate );
renderer.render(stage);
}
http://jsfiddle.net/sD8Tt/48/
I know this is old thread, but for those who come to this page, the issue can be fixed by extending the PIXI's Sprite Class, Look at the following code.
PIXI.Sprite.prototype.bringToFront = function() {
if (this.parent) {
var parent = this.parent;
parent.removeChild(this);
parent.addChild(this);
}
}
And call above method in mousedown event like this
this.bringToFront();
Working JSFiddle
http://jsfiddle.net/6rk58cqa/

Setting new body position on BeginContact event

I want to set a new position of body on BeginContact event but it's still not functional. It's writed in JavaSript with drawing to canvas but it doesn't matter for Box2d. In HTML file in body is only empty canvas, nothing else. Here is my code:
In the beginning of JS file are only declarated some variables.
Vec2 = Box2D.Common.Math.b2Vec2;
BodyDef = Box2D.Dynamics.b2BodyDef;
Body = Box2D.Dynamics.b2Body;
FixtureDef = Box2D.Dynamics.b2FixtureDef;
Fixture = Box2D.Dynamics.b2Fixture;
World = Box2D.Dynamics.b2World;
PolygonShape = Box2D.Collision.Shapes.b2PolygonShape;
DebugDraw = Box2D.Dynamics.b2DebugDraw;
var player;
It's followed by a setup function which is called in the beginning.
function setup()
{
canvas = document.getElementById("collisionCanvas");
context = canvas.getContext('2d');
document.getElementsByTagName('body')[0].style.backgroundColor = "black";
canvas.style.backgroundColor = "white";
canvas.width = 320;
canvas.height = 320;
world = new World(new Vec2(0, 10), false);
//Point of the problem!!!
//setting contact listener
var listener = new Box2D.Dynamics.b2ContactListener;
listener.BeginContact = function(contact)
{
var body1 = contact.GetFixtureA().GetBody();
var body2 = contact.GetFixtureB().GetBody();
if(body1.GetUserData().type == "player")
{
body1.SetPosition({x:5, y:5});
}
else
{
body2.SetPosition({x:5, y:5});
}
}
world.SetContactListener(listener);
var fixDef = new FixtureDef;
fixDef.density = 1.0;
fixDef.friction = 0.5;
fixDef.restitution = 0.2;
var bodyDef = new BodyDef;
//creating ground
bodyDef.type = Body.b2_staticBody;
bodyDef.position.x = convertPixelsToMeters(160);
bodyDef.position.y = convertPixelsToMeters(320-32/2);
bodyDef.userData = {type: "static"};
fixDef.shape = new PolygonShape;
fixDef.shape.SetAsBox(convertPixelsToMeters(canvas.width/2), convertPixelsToMeters(32/2));
world.CreateBody(bodyDef).CreateFixture(fixDef);
//creating player
bodyDef.type = Body.b2_dynamicBody;
bodyDef.fixedRotation = true;
bodyDef.position.x = convertPixelsToMeters(160);
bodyDef.position.y = convertPixelsToMeters(160);
bodyDef.userData = {type: "player"};
fixDef.shape = new PolygonShape;
fixDef.shape.SetAsBox(convertPixelsToMeters(16), convertPixelsToMeters(16));
player = world.CreateBody(bodyDef);
player.CreateFixture(fixDef);
//setup debug draw
var debugDraw = new DebugDraw();
debugDraw.SetSprite(document.getElementById("collisionCanvas").getContext("2d"));
debugDraw.SetDrawScale(32.0);
debugDraw.SetFillAlpha(0.3);
debugDraw.SetLineThickness(1.0);
debugDraw.SetFlags(DebugDraw.e_shapeBit | DebugDraw.e_jointBit);
world.SetDebugDraw(debugDraw);
window.setInterval(update, 1000 / 60);
}
And in the end are only update function, one helping function and that's it.
function update()
{
world.Step(
1 / 60 //frame-rate
, 10 //velocity iterations
, 10 //position iterations
);
world.DrawDebugData();
world.ClearForces();
}
function convertPixelsToMeters(x)
{
return x*0.03125;
}
$(function(){
setup();
})
Important is only the middle code where is BeginContact event where is calling the SetPosition function which doesn't work.
I tried change position in other places, for example on KeyDown event and there it was correct, so it's for me understandable why it doesn't work.
In the b2Contactlistner method we can not change any prperty or position.
You can take any boolean variable and make it true when in beign contact and if change the position of body according to boolean variable.
as in your code.......
var bodyyy;
var boolennn
listener.BeginContact = function(contact)
{
var body1 = contact.GetFixtureA().GetBody();
var body2 = contact.GetFixtureB().GetBody();
if(body1.GetUserData().type == "player")
{
//body1.SetPosition({x:5, y:5});
bodyyy = body1;
booleannn = true;
}
else
{
// body2.SetPosition({x:5, y:5});
bodyyy = body2;
boolennn = true;
}
}
Now In your Update method
if(booleann)
{
bodyyy.SetPosition({x:5, y:5})
}
SORRY I Donot know syntax of java script

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