I add a sprite that has eventListener to layer.When I touch it no error but no effect yet.
Here is my code:
onTouchBegan : function (event) {
var spriteFrames = [];
var frame = cc.spriteFrameCache.getSpriteFrame(res.stone_png);
var frame1 = cc.spriteFrameCache.getSpriteFrame(res.cloth_png);
spriteFrames.push(frame);
spriteFrames.push(frame1);
var animation = new cc.Animation(spriteFrames, 2, 30);
var action = cc.animate(animation);
action.retain();
clickSprite.runAction(
action
);
}
I make sure eventListener is no problem.Thanks for helps.Apologize for my English.
Related
Problem: Hi, I have 3 canvas elements in my single page. All of them are basically used for signature purposes so I've used fabric JS so user could have a pen like functionality and draw their signatures. Now, upon selection of some other options present at the top of the page new elements are added dynamically and that makes all of my canvas signature element stuck and I can't draw anything on them.
What I Tried: I've tried re-initialising canvas when the DOM is changed(or new divs are added) but it still gets stuck. It works fine when I first load the page and no new element is added.
Reference Link: This dude was having the same issue what I am facing but, the proposed solutions didn't works in my case.
$(document).ready(function() {
canvas_init1();
});
function canvas_init1() {
//alert('canvas initialized...');
var canvas = new fabric.Canvas('c1');
canvas.isDrawingMode = true;
canvas.freeDrawingBrush.width = 3;
console.log(canvas);
var pracCanvas = new fabric.Canvas('prac-canvas');
pracCanvas.isDrawingMode = true;
pracCanvas.freeDrawingBrush.width = 3;
var patCanvas = new fabric.Canvas('pat-canvas');
patCanvas.isDrawingMode = true;
patCanvas.freeDrawingBrush.width = 3;
}
I also tried adding calcOffset() and renderAll() but, it didn't made any difference. Thanks for your help in advance.
I solved it by adding
canvas.on('after:render', function(){ this.calcOffset(); });
on each canvas. The complete code becomes the following:
var canvas = new fabric.Canvas('c1');
canvas.on('after:render', function(){ this.calcOffset(); });
canvas.isDrawingMode = true;
canvas.freeDrawingBrush.width = 1;
console.log(canvas);
var pracCanvas = new fabric.Canvas('prac-canvas');
pracCanvas.on('after:render', function(){ this.calcOffset(); });
pracCanvas.isDrawingMode = true;
pracCanvas.freeDrawingBrush.width = 1;
var patCanvas = new fabric.Canvas('pat-canvas');
patCanvas.on('after:render', function(){ this.calcOffset(); });
patCanvas.isDrawingMode = true;
patCanvas.freeDrawingBrush.width = 1;
my goal is to display a loading curtain when a query to Quick-Base takes too long.
I have the following code that I thought it was going to work but it somehow does not. Everything works except for the loading curtain because it is never executed when it should be.
My code:
<script>
window.onload = function(){
// .. more code here not related ...
function selectedValueChanged() {
$('#curtain').show();
var e = document.getElementById("record_id_select");
var value_selected = e.value;
var CO_picked_record_id = parseInt(value_selected);
var query_CO_line_details = "{'"+related_CO_fid+"'.EX.'"+CO_picked_record_id+"'}";
var records = getRecords(table_CO_line_details_DBID,query_CO_line_details);
var data_array = createArrayFromRecordsDrilled(records,CO_detail_record_categories);
var table_div = tableCreate(data_array,'table_container_1',"Please Enter Quantities",headerList);
$('#table_container_1').replaceWith(table_div);
$('#curtain').hide();
}
}
</script>
<div id='curtain' style='position:absolute;top:0;left:0;margin:0;background:rgba(255,255,255,.3); display:none; width:100%;height:100%;'><img id ="loading_text" src="loader.gif"></div>
</body>
The code works but the curtain is never shown even if the query takes a couple of seconds (as much as 6 seconds). If I comment out the line "$('#curtain').hide();" I can see the loading curtain working as expected but only after the query has finished. It is as if the function is not been executed line by line but it waits first to complete the query and then to show the curtain. I'm sure I'm missing something but I don't know what. Thank you.
use this instead(no need to add any HTML to page) :
function showLoading() {
if (document.getElementById("loadingDiv"))
return;
var div = document.createElement("div");
var img = document.createElement("img");
var span = document.createElement("span");
span.appendChild(document.createTextNode("Loading ..."));
span.style.cssText = "margin-top:50vh;font-family:IranSans;direction:rtl;color:#f78d24;"
img.src = "/images/LoadingImage.png";
img.style.cssText = "display:block;margin:auto;margin-top:calc(50vh - 64px);width:128px;height:128px;"
div.style.cssText = "position:fixed;width:100vw;height:100vh;background-color:rgba(0,0,0,0.85);top:0px;left:0px;z-index:10000;text-align:center";
div.id = "loadingDiv";
div.appendChild(img);
div.appendChild(span);
document.body.appendChild(div);
}
function hideLoading() {
var div = getElementById("loadingDiv");
if (div)
document.body.removeChild(div);
}
The solution as #keith suggested was to "transform" the getRecords function from synchronous to asynchronous.
I ended up making the whole function selectedValueChanged() "asynchronous" by using the setTimeout trick.
One solution that worked for me was the following:
function selectedValueChanged() {
var e = document.getElementById("record_id_select");
var value_selected = e.value;
var CO_picked_record_id = parseInt(value_selected);
var query_CO_line_details = "{'"+related_CO_fid+"'.EX.'"+CO_picked_record_id+"'}";
var records = getRecords(table_CO_line_details_DBID,query_CO_line_details);
var data_array = createArrayFromRecordsDrilled(records,CO_detail_record_categories);
var table_div = tableCreate(data_array,'table_container_1',"Please Enter Quantities",headerList);
$('#table_container_1').replaceWith(table_div);
}
}
function loadingSelectedValueChanged(callbackFunct){
setTimeout(function(){
callbackFunct()
$('#curtain').hide();
},10);
}
function selectedValueChangedUP() {
$('#curtain').show();
loadingSelectedValueChanged(selectedValueChanged);
}
And now instead of calling selectedValueChanged, I call selectedValueChangedUP.
What SetTimeout does is to execute the function that receives as parameter after a given amount of time. This process is done in an "asynchronous" way.
I have an incomplete script here that just needs to give a few adjustments of positions and add the exchange of images with the function Onclick of JavaScript but do not remember how to do more this exchange I would like to know what the error of the following code and how to fix, since I thank you.
// Like Normal e like Marcado
var imgLike01 = "images/mylike.png"
var imgLike02 = "images/like.png"
// Deslike Normal e deslike desmarcado
var imgDeslike01 = "images/mydeslike.png"
var imgDeslike02 = "images/deslike.png"
var likebtn = document.getElementById("likebtn");
var deslikebtn = document.getElementById("deslikebtn");
function like () {
likbtn.img.src = imgLike02;
}
function deslike () {
deslikebtn.img.src = imgDeslike02;
}
function Trade(){
if ($like).click(function() {
likbtn.img.src = imgLike01;
});
if ($deslike).click(function() {
deslikebtn.img.src = imgDeslike01;
});
}
Note This is the exchange of images from an old like system in JavaScript, a sum script and only missing image switching.
Add an eventListener to likebtn:
likebtn.addEventListener("click", like);
Do the same for deslikebtn.
I have a single link and I want the link to play different sounds each time it is clicked. When I click the link it plays both sounds at the same time but I want one sound at a time
var bleep = new Audio('hello.mp3') ;
bleep.src = "hello.mp3" ;
var bleep2 = new Audio('goodbye.mp3') ;
bleep2.src = "goodbye.mp3";
Home
You should make a function out of it that checks which sound was clicked last time. Also, you neither need to set the .src property or pass a string to the play method.
JS:
var bleep = new Audio('hello.mp3');
var bleep2 = new Audio('goodbye.mp3');
var playFirst = true;
function playSound() {
if (playFirst) {
bleep.play();
} else {
bleep2.play();
}
playFirst = !playFirst;
}
HTML:
Home
Instead of attaching the event listener inline as onclick, attach it with JS using addEventListener. This allows you to pick which audio clip to play:
var helloSound = new Audio('hello.mp3');
helloSound.src = "hello.mp3";
var goodbyeSound = new Audio('goodbye.mp3');
goodbyeSound.src = "goodbye.mp3";
var homeLink = document.getElementById('home-link');
homeLink.addEventListener('click', function () {
if (/* condition to play hello */) {
helloSound.play();
} else {
goodbyeSound.play();
}
});
Markup:
Home
http://www.ultralocal.fr/refonte/test.php
As you can see, I have a menu with a few links. All of them, except one, launch a small script that changes the background color according to the onclick thing. The "Talweg" link work another way, it launches a bigger script that actually makes the background color change from time to time, progressively.
What I would like to know is how I can make the other links stop the Talweg script and just change the bgcolor for once.
the menu:
× Désœuvrements<br />
× Recettes<br />
× Talweg<br />
the simple script:
function changeBGC(color){
document.bgColor = color;
}
the bigger script that can be launched when one clicks on Talweg but I want to stop when one clicks on the other links.
// Set 1 dark to medium
// Set 2 light to medium
// Set 3 very dark to very light light
// Set 4 light to very light
// Set 5 dark to very dark
var fade_effect=4
// What type of gradient should be applied Internet Explorer 5x or higher?
// Set "none" or "horizontal" or "vertical"
var gradient_effect="none"
var speed=800
var browserinfos=navigator.userAgent
var ie4=document.all&&!document.getElementById
var ie5=document.all&&document.getElementById&&!browserinfos.match(/Opera/)
var ns4=document.layers
var ns6=document.getElementById&&!document.all
var opera=browserinfos.match(/Opera/)
var browserok=ie4||ie5||ns4||ns6||opera
if (fade_effect==1) {
var darkmax=1
var lightmax=127
}
if (fade_effect==2) {
var darkmax=180
var lightmax=254
}
if (fade_effect==3) {
var darkmax=1
var lightmax=254
}
if (fade_effect==4) {
var darkmax=204
var lightmax=254
}
if (fade_effect==5) {
var darkmax=1
var lightmax=80
}
var hexc = new Array('0','1','2','3','4','5','6','7','8','9','A','B','C','D','E','F')
var newred
var newgreen
var newblue
var oldred
var oldgreen
var oldblue
var redcol_1
var redcol_2
var greencol_1
var greencol_2
var bluecol_1
var bluecol_2
var oldcolor
var newcolor
var firsttime=true
var stepred=1
var stepgreen=1
var stepblue=1
function setrandomcolor() {
var range=(lightmax-darkmax)
if (firsttime) {
newred=Math.ceil(range*Math.random())+darkmax
newgreen=Math.ceil(range*Math.random())+darkmax
newblue=Math.ceil(range*Math.random())+darkmax
firsttime=false
}
oldred=Math.ceil(range*Math.random())+darkmax
oldgreen=Math.ceil(range*Math.random())+darkmax
oldblue=Math.ceil(range*Math.random())+darkmax
stepred=newred-oldred
if (oldred>newred) {stepred=1}
else if (oldred<newred) {stepred=-1}
else {stepred=0}
stepgreen=newgreen-oldgreen
if (oldgreen>newgreen) {stepgreen=1}
else if (oldgreen<newgreen) {stepgreen=-1}
else {stepgreen=0}
stepblue=newblue-oldblue
if (oldblue>newblue) {stepblue=1}
else if (oldblue<newblue) {stepblue=-1}
else {stepblue=0}
fadebg()
}
function fadebg() {
if (newred==oldred) {stepred=0}
if (newgreen==oldgreen) {stepgreen=0}
if (newblue==oldblue) {stepblue=0}
newred+=stepred
newgreen+=stepgreen
newblue+=stepblue
if (stepred!=0 || stepgreen!=0 || stepblue!=0) {
redcol_1 = hexc[Math.floor(newred/16)];
redcol_2 = hexc[newred%16];
greencol_1 = hexc[Math.floor(newgreen/16)];
greencol_2 = hexc[newgreen%16];
bluecol_1 = hexc[Math.floor(newblue/16)];
bluecol_2 = hexc[newblue%16];
newcolor="#"+redcol_1+redcol_2+greencol_1+greencol_2+bluecol_1+bluecol_2
if (ie5 && gradient_effect!="none") {
if (gradient_effect=="horizontal") {gradient_effect=1}
if (gradient_effect=="vertical") {gradient_effect=0}
greencol_1 = hexc[Math.floor(newred/16)];
greencol_2 = hexc[newred%16];
bluecol_1 = hexc[Math.floor(newgreen/16)];
bluecol_2 = hexc[newgreen%16];
redcol_1 = hexc[Math.floor(newblue/16)];
redcol_2 = hexc[newblue%16];
var newcolorCompl="#"+redcol_1+redcol_2+greencol_1+greencol_2+bluecol_1+bluecol_2
document.body.style.filter=
"progid:DXImageTransform.Microsoft.Gradient(startColorstr="+newcolorCompl+", endColorstr="+newcolor+" GradientType="+gradient_effect+")"
}
else {
document.bgColor=newcolor
}
var timer=setTimeout("fadebg()",speed);
}
else {
clearTimeout(timer)
newred=oldred
newgreen=oldgreen
newblue=oldblue
oldcolor=newcolor
setrandomcolor()
}
}
Thanks
The longer-running script keeps re-executing itself with selfTimeout. If you want to stop it, all you need to do is call clearTimeout on the returned variable:
clearTimeout(timer)
Of course, you may need to be a bit more careful, because the script may be in the middle of the execution when you clear the timeout. One way to deal with it would be to set a flag indicating that the script need not be re-executed again. You can pull variable declarations out of the functions to make the code easier to read. So your code can look like this:
//variable declaration for use in fadebg function
var timer;
//variable declaration for the flag
var contBg = true;
//stop your previous script
function stopRandomBg() {
clearTimeout(timer);
contBg = false;
}
//changes to fadebg function
function fadebg() {
...
//change this line
//var timer=setTimeout("fadebg()",speed);
//to
if(contBg) {
timer=setTimeout("fadebg()",speed);
}
...
}
These additional changes will take care of the case when the script is in the middle of execution when you try to stop it - it will complete the execution pass and then stop.
Now all you need to do is to add onClick event listener to your link to call stopRandomBg function.
You have to make the timer variable global instead of local.
var timer;
then clear the timer when ever you call other links.
function changeBGC(color){
clearTimeout(timer);
document.bgColor = color;
}