How to Stop or Pause JavaScript Animation? - javascript

I had a simple JS script which takes an array of images and display them as an animation by clicking a start button.
I am trying to stop the animation by clicking on the stop button (stop on the current image of the animation), which does not work.
I will appreciate any help. Thanks
<script type="text/javascript">
var images = new Array("unc_prop_1dim_x1.jpg", "unc_prop_1dim_x2.jpg",
"unc_prop_1dim_x3.jpg", "unc_prop_1dim_x4.jpg", "unc_prop_1dim_x5.jpg");
var nextImage = 0; //Index for nextImage
var timeout = 400; //In milliseconds
function animation() {
document.ani.src = images[nextImage];
nextImage++;
if (nextImage==images.length) {
nextImage = 0;
}
setTimeout("animation();", timeout);
};
function stopAnimation() {
ani.stop();
}
document.querySelector('#stop').onclick = function() {
stopAnimation();
};
</script>
<body>
<div id="main" style="width: 700px; height: 500px;">
<img src="unc_prop_1dim_x1.jpg" name="ani"/>
</div><br>
<input type="button" id="start" onclick="animation();" value="Start Animation">
<input type="button" id="stop" value="Stop!">
</body>

Related

Remove one image after another when onclick

i have a div that contains 5 of the same image. i'm trying to make a button that can make one of the images disappear one after another when onclick. i've tried the style.visibility but it makes them all disappear together. This is my code
document.getElementById("btn1").onclick = function() {
document.getElementById("output").style.visibility = "hidden";
}
<input id="btn1" type="button" value="Click me" onclick="onClick1()" style="height: 100px; width: 100px;">
<div style="margin-top: 40px;"></div>
<div id="output">
<img src="/images/person1.jpg">
<img src="/images/person1.jpg">
<img src="/images/person1.jpg">
<img src="/images/person1.jpg">
<img src="/images/person1.jpg">
</div>
You are targeting the image container and then hiding it so all the images disappear at once.
It's not really clear from your question whether you want to click the button once and have the images disappear, or to click the button repeatedly and have one image disappear on each click. This solution answers the first problem.
If you want to hide the images one-by-one you're going to need to use setInterval or setTimeout to manage that. In this example I've used setTimeout.
document.getElementById('btn1').onclick = function() {
// Get all the images
const images = Array.from(document.querySelectorAll('#output img'));
// Loop over the images
function loop(images) {
// If there are images left remove the first one,
// hide it, and then call the function again with the
// reduced image array until all images are gone.
if (images.length) {
const image = images.shift();
image.style.visibility = 'hidden';
setTimeout(loop, 1000, images);
}
}
loop(images);
}
<input id="btn1" type="button" value="Click me" onclick="onClick1()" style="height: 100px; width: 100px;">
<div style="margin-top: 40px;"></div>
<div id="output">
<img src="https://dummyimage.com/30x30/000/fff">
<img src="https://dummyimage.com/30x30/000/fff">
<img src="https://dummyimage.com/30x30/000/fff">
<img src="https://dummyimage.com/30x30/000/fff">
<img src="https://dummyimage.com/30x30/000/fff">
<img src="https://dummyimage.com/30x30/000/fff">
</div>
Additional documentation
shift
setTimeout
Array.from
If you want to make the images disappear on each click, cache the images, and return a function that the listener calls when you click the button.
const button = document.getElementById('btn1')
button.addEventListener('click', handleClick(), false);
// Cache the image elements, and then return a new
// function to your listener that removes an image on each click
function handleClick() {
const images = Array.from(document.querySelectorAll('#output img'));
return function() {
if (images.length) {
const image = images.shift();
image.style.visibility = 'hidden';
}
}
}
<input id="btn1" type="button" value="Click me" style="height: 100px; width: 100px;">
<div style="margin-top: 40px;"></div>
<div id="output">
<img src="https://dummyimage.com/30x30/000/fff">
<img src="https://dummyimage.com/30x30/000/fff">
<img src="https://dummyimage.com/30x30/000/fff">
<img src="https://dummyimage.com/30x30/000/fff">
<img src="https://dummyimage.com/30x30/000/fff">
<img src="https://dummyimage.com/30x30/000/fff">
</div>
You should give id's to image tag instead of parent div.
Created variable which which will work as a counter.
On each click increase counter and hide the specific image tag.
Your code will look like:
let imageToDelete = 1;
document.getElementById("btn1").onclick = function() {
document.getElementById("image_" + imageToDelete).style.visibility = "hidden";
imageToDelete++;
}
<input id="btn1" type="button" value="Click me" onclick="onClick1()" style="height: 100px; width: 100px;">
<div style="margin-top: 40px;"></div>
<div>
<img id="image_1" src="/images/person1.jpg">
<img id="image_2" src="/images/person1.jpg">
<img id="image_3" src="/images/person1.jpg">
<img id="image_4" src="/images/person1.jpg">
<img id="image_5" src="/images/person1.jpg">
</div>
With that script, all you are doing is hiding the parent of all the images, which results in all the images "seemingly disappearing" at once. You have to remove each separately to achieve your desired result.
const RemoveImage = Event => {
const Target = Event.target;
const ImgPos = Target.getAttribute("data-remove");
const Selector = `#image-parent > img:${ImgPos}-of-type`;
const ImgToRemove = document.querySelector(Selector);
if(!ImgToRemove) return false;
ImgToRemove.parentElement.removeChild(ImgToRemove);
return true;
};
const Buttons = document.querySelectorAll("button[data-remove]");
Buttons.forEach(btn => btn.addEventListener("click", RemoveImage));
#image-parent > img:hover {
filter: brightness(92%);
}
#first {outline: 2px solid #a00;}
#last {outline: 2px solid #0a0;}
<div id="image-parent">
<img src="https://via.placeholder.com/70" id="first">
<img src="https://via.placeholder.com/70">
<img src="https://via.placeholder.com/70">
<img src="https://via.placeholder.com/70" id="last">
</div>
<button data-remove="first">Remove first img</button>
<button data-remove="last">Remove last img</button>
If you don't want the images to be removed fully, but rather just hidden:
Rreplce the line ImgToRemove.parentElement.removeChild(ImgToRemove); with something like ImgToRemove.classList.add("hidden-by-css");
Then declare this CSS class with opacity: 0; pointer-events: none;.
We know manipulating HTML DOM is not popular option. But this will work with your problem.
document.getElementById("btn1").onclick = function() {
let imageNode = document.getElementById("output").getElementsByTagName('img')[0];
imageNode.parentNode.removeChild(imageNode)
}
I have found that using the queue() and dequeue() methods from jQuery library is a very good option for resolving this step by step scenarios. This is the stated description of this in the official page:
"Queues allow a sequence of actions to be called on an element asynchronously, without halting program execution. "
I will leave an brief example of how I have implemented it in the past:
$('#anchoredToElement')
.queue("steps", function (next) {
console.log("Step 1");
//In case you want to hold the execution for a bit depending on the scenario you're running
setTimeout(function () { console.log("Action within timeout") }, 500);
next();
})
.queue("steps", function (next) {
console.log("Step 2");
setTimeout(function () {
//Execution example
UploadFile(fileUpload))
}, 500);
next();
})
.dequeue("steps");
Here an example of how I think the logic could be for your needs:
var removeImage = function (index) {
//Logic here to remove image within div according to passed index
};
var index = 0;
$('#output')
.queue("steps", function (next) {
console.log("Remove Image 1");
setTimeout(function () { removeImage(index); }, 250);
index++;
next();
})
.queue("steps", function (next) {
console.log("Remove Image 2");
setTimeout(function () { removeImage(index); }, 250);
index++;
next();
})
.queue("steps", function (next) {
console.log("Remove Image 3");
setTimeout(function () { removeImage(index); }, 250);
index++;
next();
})
.queue("steps", function (next) {
console.log("Remove Image 4");
setTimeout(function () { removeImage(index); }, 250);
index++;
next();
})
.queue("steps", function (next) {
console.log("Remove Image 5");
setTimeout(function () { removeImage(index); }, 250);
index++;
next();
})
.dequeue("steps");
Of course you can improve the JS code as I was just focusing on the step by step process.
This is just a first glance of how $.queue can help you to achieve the step by step process. I recommend to go check the documentation to learn the details and so apply it to your logic as needed.

Button onclick doesn't change style.display of div

I have two divs, called loginpending and loggedin, which I am trying to configure so that once a button (button) is clicked, the divs will "flicker" between one being on and one being off.
For example, in this current state (with loginpending's display as block and loggedin's display as none), once the button is clicked, loginpending's display will become none and loggedin's display will become block through the function loginUpdate, which is then called through launch depending on what the state of each div is.
However, it doesn't work - the state of the buttons don't change at all once the button is clicked.
Help!
HTML code:
<div id="loginpending" style="display:block;">
Signup/Login here!
</div>
<div id="loggedin" style="display:none;">
Hello!
</div>
<button id="button" onclick="launch()">Hello!</button>
Javascript code (with Jquery):
var logincheck = 0;
function loginUpdate() {
"use strict";
$("#loginpending").toggle();
$("#loggedin").toggle();
}
function launch() {
"use strict";
var loginpending = document.getElementById("loginpending").style.display;
var loggedin = document.getElementById("loggedin").style.display;
window.alert(loginpending);
window.alert(loggedin);
if (loginpending === "none") {
logincheck = 0;
loginUpdate();
} else if (loggedin === "none") {
logincheck = 1;
loginUpdate();
} else {
logincheck = 0;
$("#loggedin").toggle();
}
}
Right now your button is submitting the from which refreshes the page reloadsin its original state.
You need to set the type of button to type="button"
<button id="button" type="button" onclick="launch()">Hello!</button>
$(document).ready(function() {
$('button').on('click', function(){
$('div').toggleClass('hidden');
})
});
.hidden {
display: none;
}
<!DOCTYPE html>
<html>
<head>
</head>
<body>
<div id="loginpending" class="">
Signup/Login here!
</div>
<div id="loggedin" class="hidden">
Hello!
</div>
<button id="button" onclick="">Hello!</button>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.12.2/jquery.min.js"></script>
<script type="text/javascript" src="sample.js"></script>
</body>
</html>
Code with jQuery
I tried to use your original code as much as I could.
var logincheck = 0;
$("#button").click(function() {
launch();
});
function loginUpdate() {
"use strict";
$("#loginpending").toggle();
$("#loggedin").toggle();
}
function launch() {
"use strict";
var loginpending = $("#loginpending").is(":hidden");
var loggedin = $("#loggedin").is(":hidden");
if(loginpending)
logincheck = 0;
else if (loggedin)
logincheck = 1
else
logincheck = 0;
loginUpdate();
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="loginpending" style="display:block;">
Signup/Login here!
</div>
<div id="loggedin" style="display:none;">
Hello!
</div>
<button id="button" type="button">Hello!</button>
Gotta try this
$(function() {
var logincheck = 0;
function loginUpdate() {
"use strict";
$("#loginpending").toggle();
$("#loggedin").toggle();
}
$('#button').on('click', function(){
"use strict";
if(logincheck == 0) {
logincheck = 1;
}else{
logincheck = 0;
}
loginUpdate();
});
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="loginpending" style="display:block;">
Signup/Login here!
</div>
<div id="loggedin" style="display:none;">
Hello!
</div>
<button id="button">Hello!</button>

How can I add fade in, fade out effects

I have a simple script which works as a simple html gallery. However, I need to add some transition effects to my gallery, something like fade in, fade out, or the effect of something similar to the subtitles at the end of every movie (you know what I mean).
How can I solve this? I would like to make it using only JS, HTML, CSS, without external plugins. Is it possible? For now on, I have only something like this below:
<head>
<title>Test</title>
<script>
var images = [ "https://upload.wikimedia.org/wikipedia/commons/7/70/Example.png",
"https://upload.wikimedia.org/wikipedia/commons/a/a9/Example.jpg",
"https://upload.wikimedia.org/wikipedia/commons/c/ce/Example_image.png",
"https://upload.wikimedia.org/wikipedia/commons/e/ee/Example-zh.jpg",
"https://upload.wikimedia.org/wikipedia/commons/e/e2/P%C5%99%C3%ADklad.jpg",
"https://upload.wikimedia.org/wikipedia/commons/d/d6/Beispiel.png"
];
var links = [ "http://www.example1.com",
"http://www.example2.com",
"http://www.example3.com",
"http://www.example4.com",
"http://www.example5.com",
"http://www.example6.com",
];
var i = 0;
var renew = setInterval(function(){
if(i==images.length) i=0;
document.getElementById("img1").src = images[i];
document.getElementById("link1").href = links[i];
if(i+1==images.length) i=-1;
document.getElementById("img2").src = images[i+1];
document.getElementById("link2").href = links[i+1];
if(i+2==images.length) i=-2;
document.getElementById("img3").src = images[i+2];
document.getElementById("link3").href = links[i+2];
i+=3;
},5000);
</script>
</head>
<body>
<div align="center">
<img src="https://upload.wikimedia.org/wikipedia/commons/7/70/Example.png" id='img1' > </br></br>
<img src="https://upload.wikimedia.org/wikipedia/commons/a/a9/Example.jpg" id='img2' > </br></br>
<img src="https://upload.wikimedia.org/wikipedia/commons/c/ce/Example_image.png" id='img3' > </br>
</div>
</body>
I just created a JQuery function and added it to your script. Now when you click on that button it will do as it says. It is just as an example how to do that
<html>
<head>
<title>Test</title>
<script>
var images = [ "https://upload.wikimedia.org/wikipedia/commons/7/70/Example.png",
"https://upload.wikimedia.org/wikipedia/commons/a/a9/Example.jpg",
"https://upload.wikimedia.org/wikipedia/commons/c/ce/Example_image.png",
"https://upload.wikimedia.org/wikipedia/commons/e/ee/Example-zh.jpg",
"https://upload.wikimedia.org/wikipedia/commons/e/e2/P%C5%99%C3%ADklad.jpg",
"https://upload.wikimedia.org/wikipedia/commons/d/d6/Beispiel.png"
];
var links = [ "http://www.example1.com",
"http://www.example2.com",
"http://www.example3.com",
"http://www.example4.com",
"http://www.example5.com",
"http://www.example6.com",
];
var i = 0;
var renew = setInterval(function(){
if(i==images.length) i=0;
document.getElementById("img1").src = images[i];
document.getElementById("link1").href = links[i];
if(i+1==images.length) i=-1;
document.getElementById("img2").src = images[i+1];
document.getElementById("link2").href = links[i+1];
if(i+2==images.length) i=-2;
document.getElementById("img3").src = images[i+2];
document.getElementById("link3").href = links[i+2];
i+=3;
},5000);
</script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.12.2/jquery.min.js"></script>
<script type='text/javascript'>
$(document).ready(function(){
$(".btn1").click(function(){
$("#link1").fadeOut()
});
$(".btn2").click(function(){
$("#link1").fadeIn();
});
});
</script>
</head>
<body>
</script>
</head>
<body>
<div align="center">
<button class="btn1">Fade out</button>
<button class="btn2">Fade in</button>
<img src="https://upload.wikimedia.org/wikipedia/commons/7/70/Example.png" id='img1' > </br></br>
<img src="https://upload.wikimedia.org/wikipedia/commons/a/a9/Example.jpg" id='img2' > </br></br>
<img src="https://upload.wikimedia.org/wikipedia/commons/c/ce/Example_image.png" id='img3' > </br>
</div>
</body>
</html>
You can definitely achieve some effects with CSS. But not all (like jQuery-ui's blind)
most effects consist of changing:
opacity: [0-1]
display: relative; left: [X]px; top: [Y]px or transform: translate([X]px,[Y]px)
overflow: hidden
and an animation:
either CSS:
#img {
animation: fade-in 2s infinite;
}
#keyframe fade-in {
from {
left: -200px
}
to {
left: 0
}
}`
or JavaScript:
var img = document.getElementById('img');
for(i = 1; i <= 100; i++){
(function(step) {
setTimeout(function() {
img.style.transform = "translate(-"+(200-step*2)+"px, 0)";
}, step * 20);
})(i);
}
to achieve something like blind, you must move an image-container <div> left, while moving the image right at the same speed.
Here's a simplified blind effect example
https://jsfiddle.net/warkentien2/Lh10phuv/5/
Here I've implemented 8 pure JavaScript effects (including blind, with instructions)
- fade in
http://codepen.io/warkentien2/pen/pboVXR
- fade out
http://codepen.io/warkentien2/pen/EyxpVq
You can try this one. I have not changed your code at all.
HTML
<div align="center">
<a href="http://www.example1.com" id="link1">
<img src="https://upload.wikimedia.org/wikipedia/commons/7/70/Example.png" id='img1' >
</a>
</br>
</br>
<a href="http://www.example2.com" id="link2">
<img src="https://upload.wikimedia.org/wikipedia/commons/a/a9/Example.jpg" id='img2' >
</a>
<br>
<br>
<a href="http://www.example3.com" id="link3">
<img src="https://upload.wikimedia.org/wikipedia/commons/c/ce/Example_image.png" id='img3'>
</a>
<br>
</div>
Css
<style>
.animate{transition:all 1s ease; opacity:0;}
</style>
Js
<script>
var images = [ "https://upload.wikimedia.org/wikipedia/commons/7/70/Example.png",
"https://upload.wikimedia.org/wikipedia/commons/a/a9/Example.jpg",
"https://upload.wikimedia.org/wikipedia/commons/c/ce/Example_image.png",
"https://upload.wikimedia.org/wikipedia/commons/e/ee/Example-zh.jpg",
"https://upload.wikimedia.org/wikipedia/commons/e/e2/P%C5%99%C3%ADklad.jpg",
"https://upload.wikimedia.org/wikipedia/commons/d/d6/Beispiel.png"
];
var links = [ "http://www.example1.com",
"http://www.example2.com",
"http://www.example3.com",
"http://www.example4.com",
"http://www.example5.com",
"http://www.example6.com",
];
var i = 0;
var renew = setInterval(function(){
if(i==images.length) i=0;
document.getElementById("img1").src = images[i];
document.getElementById("link1").href = links[i];
document.getElementById('link1').style.opacity = 0;
setTimeout(function(){
document.getElementById('link1').setAttribute("class", "animate");
document.getElementsByClassName('animate')[0].style.opacity = 1;
setTimeout(function(){document.getElementById('link1').removeAttribute("class", "animate")},500)
},500)
if(i+1==images.length) i=-1;
document.getElementById("img2").src = images[i+1];
document.getElementById("link2").href = links[i+1];
document.getElementById('link2').style.opacity = 0;
setTimeout(function(){
document.getElementById('link2').setAttribute("class", "animate");
document.getElementsByClassName('animate')[1].style.opacity = 1;
setTimeout(function(){document.getElementById('link2').removeAttribute("class", "animate")},500)
},500)
if(i+2==images.length) i=-2;
document.getElementById("img3").src = images[i+2];
document.getElementById("link3").href = links[i+2];
document.getElementById('link3').style.opacity = 0;
setTimeout(function(){
document.getElementById('link3').setAttribute("class", "animate");
document.getElementsByClassName('animate')[2].style.opacity = 1;
setTimeout(function(){document.getElementById('link3').removeAttribute("class", "animate")},500)
},500)
i+=3;
},5000);
</script>
Check live example here - https://jsfiddle.net/Rit_Design/9mkvffnk/1/
Remember the code can be much more smarter.

Make a book reader using images [jquery]

I've been trying for the past hours to create a Comic Book online reader to allow my images to load up.
Everything works fine but I use a counter using a increment method basically and it just doesn't work because bringing down the increments breaks the function.
Maybe there is a simpler way? Also jQuery is the most obscure language to learn unlike HTML or PHP, jQuery has a documentation that pretty much has no organization. Its like here's all the stuff now read each one and maybe you'll find yours. My code is below
<script>
$(function manga () {
var count = 0;
var images = ["source_images/01.jpg", "source_images/02.jpg", "source_images/03.jpg", "source_images/04.jpg", "source_images/05.jpg", "source_images/06.jpg", "source_images/07.jpg"];
$("#left").click(function () {
var img = images[count % images.length];
++count;
$("#manga").attr("src", img);
//alert("clicked");
manga();
});
$("#right").click(function () {
var img = images[count % images.length];
--count;
$("#manga").attr("src", img);
//alert("clicked");
manga();
});
manga();
});
</script>
<title></title>
<center>
<img id="left" style="width:10%; float:left; padding:1.3%" src="files/left_arrow.png" />
<div >
<img id="manga" style="width:75%; float:left" src="source_images/00.jpg" />
</div>
<img id="right" style="width:10%; float:left; padding:1.2%" src="files/right_arrow.png" />
</center>
Basically your calling your function manga 3 times
first when it loads
second when your do left click
and third when you do right click
In this your initializing counter to keep track of the images and everytime
your calling function again your initializing it to 0
so your count again starting from 0.
So to avoid it make your count variable global declare it outside the manga() function.
checkout this code
<script>
var count = 0;
$(function manga () {
var images = ["source_images/01.jpg", "source_images/02.jpg", "source_images/03.jpg", "source_images/04.jpg", "source_images/05.jpg", "source_images/06.jpg", "source_images/07.jpg"];
$("#left").click(function () {
++count;
var img = images[count % images.length];
alert(img);
$("#manga").attr("src", img);
//alert("clicked");
manga();
});
$("#right").click(function () {
if(count == 0)
{
count = images.length-1;
}
else {
--count;
}
var img = images[count % images.length];
alert(img);
$("#manga").attr("src", img);
//alert("clicked");
manga();
});
manga();
});
</head>
<body>
<center>
<center>
<img id="left" style="width:10%; float:left; padding:1.3%" src="files/left_arrow.png" />
<div >
<img id="manga" style="width:75%; float:left" src="source_images/00.jpg" />
</div>
<img id="right" style="width:10%; float:left; padding:1.2%" src="files/right_arrow.png" />
</center>
</center>
I changed the position of count variable in both left and right click. And added one if condition in left click so that when the page loads first time and if user click left arrow first it will show last image.
so image src will move from first to last.It will work.

Play images in JavaScript

I want to make the image animation using JavaScript with some controllable functionality, such as play, pause and stop, the following is so far I've tried:
<html>
<head>
<title>Image Player</title>
<script type="text/javascript" language="javascript">
window.onload=function () {
var rotator=document.getElementById("slideshow_content");
var images=rotator.getElementsByTagName("img");
for (var i=1; i<images.length; i++) {
images[i].style.display="none";
}
var counter=1;
setInterval(function () {
for (var i=0; i<images.length; i++) {
images[i].style.display="none";
}
images[counter].style.display="block";
counter++;
if (counter==images.length) {
counter=0;
}
}, 3000);
function playimage() {
player.play();
}
function pauseimage() {
player.pause();
}
function stopimage() {
player.pause();
player.currentTime=0;
}
};
</script>
</head>
<body>
<div id="slideshow">
<div id="slideshow_content" width="200px" height="200px"
style="padding-top: 10px; padding-bottom: 10px;">
<img alt="" src="a.jpg" />
<img alt="" src="b.jpg" />
<img alt="" src="c.jpg" />
<img alt="" src="d.jpg" />
<img alt="" src="e.jpg" />
<img alt="" src="f.jpg" />
</div>
<button onclick="playimage()">
Play</button><br />
<button onclick="pauseimage()">
Pause</button><br />
<button onclick="stopimage()">
Stop</button><br />
</div>
</body>
</html>
But it doesn't work as expected, when I click on start button it doesn't not show me any image ..
How can I make it work, as when I click on the start button and the images could be played; when I click on stop and it could stop .. ?
What I'm doing wrong and where is the problem?
A simple and poor implementation .. :
<html>
<head>
<title>Image Player</title>
</head>
<body>
<script>
function Player() {
var rotator=document.getElementById('slideshow_content');
var images=rotator.getElementsByTagName('img');
var intervalID;
var counter=1;
function animate() {
var i;
for (i=0; i<images.length; i++) {
images[i].style.display='none';
}
images[counter].style.display='block';
counter++;
if (counter==images.length) {
counter=0;
}
}
this.pause=function () {
if (undefined!==intervalID) {
window.clearInterval(intervalID);
intervalID=undefined;
}
};
this.stop=function () {
this.pause();
for (var i=1; i<images.length; i++) {
images[i].style.display='none';
}
};
this.play=function () {
if (undefined===intervalID) {
intervalID=window.setInterval(animate, 1000);
}
};
this.stop();
this.currentTime=0;
}
</script>
<script>
function playimage() {
player.play();
}
function pauseimage() {
player.pause();
}
function stopimage() {
player.stop();
player.currentTime=0;
}
function Page_Load() {
player=new Player();
player.play();
}
document.onreadystatechange=function () {
if ('complete'==document.readyState) {
Page_Load();
}
};
var player;
</script>
<div id='slideshow'>
<div id='slideshow_content' width='200px' height='200px' style='padding-top: 10px; padding-bottom: 10px;'>
<img src='a.jpeg' />
<img src='b.jpeg' />
<img src='c.jpeg' />
<img src='d.jpeg' />
</div>
<input type='button' value='Play' onclick='playimage();' />
<input type='button' value='Pause' onclick='pauseimage();' />
<input type='button' value='Stop' onclick='stopimage();' />
</div>
</body>
</html>
Some things to note:
Images are renamed for my testing, you will need to name them as your requirement.
You will need to ensure the elements you are using of the document are complete loaded.
player is involved in your code, but I've seen it nowhere, and I declared a Player class for creating the player.
Use a long text as the code argument of setInterval is a bad idea, I declared it a private function(animate) instead.
Read carefully how the play, pause and stop is implemented within the code.
I have no idea what currentTime is used for, just stay with it.

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