I am just starting to learn about Javascript for animation. I have created this super simple example, which when clicked moves 3 blocks from a central position, to top, top-left and top-right position (I am building up to a sort of Context Action button type thing). But I would now like to be able to click again and if the animation is "out", then it will execute in reverse. I tried adding an if else, using the elem1.style.bottom == 350 parameter to define whether pos would increment or decrement, but it didn't work. Similarly, I was unable to get a clicked boolean to persist between clicks.
JSFiddle
html:
<body>
<p>
<button onclick="myMove()">Click Me</button>
</p>
<div id ="container">
<div id ="animate1"></div>
<div id ="animate2"></div>
<div id ="animate3"></div>
</div>
</body>
css:
#container {
width: 400px;
height: 400px;
position: relative;
background: yellow;
}
#animate1 {
width: 50px;
height: 50px;
left: 175px;
bottom: 175px;
position: absolute;
background-color: red;
z-index:3;
}
#animate2 {
width: 50px;
height: 50px;
left: 175px;
bottom: 175px;
position: absolute;
background-color: blue;
}
#animate3 {
width: 50px;
height: 50px;
left: 175px;
bottom: 175px;
position: absolute;
background-color: green;
}
Javascript:
function myMove() {
var elem1 = document.getElementById("animate1");
var elem2 = document.getElementById("animate2");
var elem3 = document.getElementById("animate3");
var start = 350;
var pos = 175;
var id = setInterval(frame, 5);
var clicked = false;
function frame() {
if (pos == 350) {
clearInterval(id);
clicked = !clicked;
} else {
if (clicked == false){ pos++; } else { pos--;}
elem1.style.bottom = pos + 'px';
elem1.style.left = start - pos + 'px';
elem2.style.bottom = pos + 'px';
elem2.style.left = pos + 'px';
elem3.style.bottom = pos + 'px';
}
}
}
How would I achieve this?
I think this is what you want: http://jsfiddle.net/3pvwaa19/20/
It creates a variable to keep track of whether the animation has happened and it moves your pos variable to the same location - - outside of the main function, so that the values won't get lost after each click:
var moved = false;
var pos = 175;
Yes, you can do it with if(elem1.style.bottom =="350px") {...}else{...:
function myMove() {
var elem1 = document.getElementById("animate1");
var elem2 = document.getElementById("animate2");
var elem3 = document.getElementById("animate3");
if (elem1.style.bottom == "350px"){
var start = 175;
var pos = 350;
var id = setInterval(frame, 5);
function frame() {
if (pos == 175) {
clearInterval(id);
} else {
pos--;
elem1.style.bottom = pos + 'px';
elem1.style.left = 2*start - pos + 'px';
elem2.style.bottom = pos + 'px';
elem2.style.left = pos + 'px';
elem3.style.bottom = pos + 'px';
}
}
} else {
var start = 350;
var pos = 175;
var id = setInterval(frame, 5);
function frame() {
if (pos == 350) {
clearInterval(id);
} else {
pos++;
elem1.style.bottom = pos + 'px';
elem1.style.left = start - pos + 'px';
elem2.style.bottom = pos + 'px';
elem2.style.left = pos + 'px';
elem3.style.bottom = pos + 'px';
}
}
}
}
Related
I have a large background image and some much smaller images for the user to drag around on the background. I need this to be efficient in terms of performance, so i'm trying to avoid libraries. I'm fine with drag 'n' drop if it work's well, but im trying to get drag.
Im pretty much trying to do this. But after 8 years there must be a cleaner way to do this right?
I currently have a drag 'n' drop system that almost works, but when i drop the smaller images, they are just a little off and it's very annoying. Is there a way to fix my code, or do i need to take a whole different approach?
This is my code so far:
var draggedPoint;
function dragStart(event) {
draggedPoint = event.target; // my global var
}
function drop(event) {
event.preventDefault();
let xDiff = draggedPoint.x - event.pageX;
let yDiff = draggedPoint.y - event.pageY;
let left = draggedPoint.style.marginLeft; // get margins
let top = draggedPoint.style.marginTop;
let leftNum = Number(left.substring(0, left.length - 2)); // cut off px from the end
let topNum = Number(top.substring(0, top.length - 2));
let newLeft = leftNum - xDiff + "px" // count new margins and put px back to the end
let newTop = topNum - yDiff + "px"
draggedPoint.style.marginLeft = newLeft;
draggedPoint.style.marginTop = newTop;
}
function allowDrop(event) {
event.preventDefault();
}
let imgs = [
"https://upload.wikimedia.org/wikipedia/commons/6/67/Orange_juice_1_edit1.jpg",
"https://upload.wikimedia.org/wikipedia/commons/f/ff/Solid_blue.svg",
"https://upload.wikimedia.org/wikipedia/commons/b/b4/Litoria_infrafrenata_-_Julatten.jpg"
]
/* my smaller images: */
for (let i = 0; i < 6; i++) {
let sensor = document.createElement("img");
sensor.src = imgs[i % imgs.length];
sensor.alt = i;
sensor.draggable = true;
sensor.classList.add("sensor");
sensor.style.marginLeft = `${Math.floor(Math.random() * 900)}px`
sensor.style.marginTop = `${Math.floor(Math.random() * 500)}px`
sensor.onclick = function() {
sensorClick(logs[i].id)
};
sensor.addEventListener("dragstart", dragStart, null);
let parent = document.getElementsByClassName("map")[0];
parent.appendChild(sensor);
}
<!-- my html: -->
<style>
.map {
width: 900px;
height: 500px;
align-content: center;
margin: 150px auto 150px auto;
}
.map .base {
position: absolute;
width: inherit;
height: inherit;
}
.map .sensor {
position: absolute;
width: 50px;
height: 50px;
}
</style>
<div class="map" onDrop="drop(event)" ondragover="allowDrop(event)">
<img src='https://upload.wikimedia.org/wikipedia/commons/f/f7/Plan-Oum-el-Awamid.jpg' alt="pohja" class="base" draggable="false">
<div>
With the answers from here and some time i was able to get a smooth drag and click with pure js.
Here is a JSFiddle to see it in action.
let maxLeft;
let maxTop;
const minLeft = 0;
const minTop = 0;
let timeDelta;
let imgs = [
"https://upload.wikimedia.org/wikipedia/commons/6/67/Orange_juice_1_edit1.jpg",
"https://upload.wikimedia.org/wikipedia/commons/f/ff/Solid_blue.svg",
"https://upload.wikimedia.org/wikipedia/commons/b/b4/Litoria_infrafrenata_-_Julatten.jpg"
]
var originalX;
var originalY;
window.onload = function() {
document.onmousedown = startDrag;
document.onmouseup = stopDrag;
}
function sensorClick () {
if (Date.now() - timeDelta < 150) { // check that we didn't drag
createPopup(this);
}
}
// create a popup when we click
function createPopup(parent) {
let p = document.getElementById("popup");
if (p) {
p.parentNode.removeChild(p);
}
let popup = document.createElement("div");
popup.id = "popup";
popup.className = "popup";
popup.style.top = parent.y - 110 + "px";
popup.style.left = parent.x - 75 + "px";
let text = document.createElement("span");
text.textContent = parent.id;
popup.appendChild(text);
var map = document.getElementsByClassName("map")[0];
map.appendChild(popup);
}
// when our base is loaded
function baseOnLoad() {
var map = document.getElementsByClassName("map")[0];
let base = document.getElementsByClassName("base")[0];
maxLeft = base.width - 50;
maxTop = base.height - 50;
/* my smaller images: */
for (let i = 0; i < 6; i++) {
let sensor = document.createElement("img");
sensor.src = imgs[i % imgs.length];
sensor.alt = i;
sensor.id = i;
sensor.draggable = true;
sensor.classList.add("sensor");
sensor.classList.add("dragme");
sensor.style.left = `${Math.floor(Math.random() * 900)}px`
sensor.style.top = `${Math.floor(Math.random() * 500)}px`
sensor.onclick = sensorClick;
let parent = document.getElementsByClassName("map")[0];
parent.appendChild(sensor);
}
}
function startDrag(e) {
timeDelta = Date.now(); // get current millis
// determine event object
if (!e) var e = window.event;
// prevent default event
if(e.preventDefault) e.preventDefault();
// IE uses srcElement, others use target
targ = e.target ? e.target : e.srcElement;
originalX = targ.style.left;
originalY = targ.style.top;
// check that this is a draggable element
if (!targ.classList.contains('dragme')) return;
// calculate event X, Y coordinates
offsetX = e.clientX;
offsetY = e.clientY;
// calculate integer values for top and left properties
coordX = parseInt(targ.style.left);
coordY = parseInt(targ.style.top);
drag = true;
document.onmousemove = dragDiv; // move div element
return false; // prevent default event
}
function dragDiv(e) {
if (!drag) return;
if (!e) var e = window.event;
// move div element and check for borders
let newLeft = coordX + e.clientX - offsetX;
if (newLeft < maxLeft && newLeft > minLeft) targ.style.left = newLeft + 'px'
let newTop = coordY + e.clientY - offsetY;
if (newTop < maxTop && newTop > minTop) targ.style.top = newTop + 'px'
return false; // prevent default event
}
function stopDrag() {
if (typeof drag == "undefined") return;
if (drag) {
if (Date.now() - timeDelta > 150) { // we dragged
let p = document.getElementById("popup");
if (p) {
p.parentNode.removeChild(p);
}
} else {
targ.style.left = originalX;
targ.style.top = originalY;
}
}
drag = false;
}
.map {
width: 900px;
height: 500px;
margin: 50px
position: relative;
}
.map .base {
position: absolute;
width: inherit;
height: inherit;
}
.map .sensor {
display: inline-block;
position: absolute;
width: 50px;
height: 50px;
}
.dragme {
cursor: move;
left: 0px;
top: 0px;
}
.popup {
position: absolute;
display: inline-block;
width: 200px;
height: 100px;
background-color: #9FC990;
border-radius: 10%;
}
.popup::after {
content: "";
position: absolute;
top: 100%;
left: 50%;
margin-left: -10px;
border-width: 10px;
border-style: solid;
border-color: #9FC990 transparent transparent transparent;
}
.popup span {
width: 90%;
margin: 10px;
display: inline-block;
text-align: center;
}
<div class="map" width="950px" height="500px">
<img src='https://upload.wikimedia.org/wikipedia/commons/f/f7/Plan-Oum-el-Awamid.jpg' alt="pohja" class="base" draggable="false" onload="baseOnLoad()">
<div>
I want the div to slide from left to right, and then back again from right left when it reaches the end of the browser using JavaScript.
var imgObj = null;
var animate;
function init() {
imgObj = document.getElementById('animate');
imgObj.style.position = 'fixed';
imgObj.style.left = '0px';
moveRight();
}
function moveRight() {
imgObj.style.left = parseInt(imgObj.style.left) + 1 + '%';
if (imgObj.style.left == '95%') {
clearTimeout(animate)
alert("i am here")
moveLeft();
}
animate = setTimeout(moveRight, 20);
}
function moveLeft() {
imgObj.style.left = parseInt(imgObj.style.left) - 1 + '%';
if (imgObj.style.right == '95%') {
clearTimeout(animate)
alert('i am here2')
moveRight();
}
animate = setTimeout(moveLeft, 20);
}
window.onload = init;
#animate {
width: 5%;
height: 10%;
background-color: red;
}
<div id="animate"></div>
This is an example of a similar animation, started by the button.You should always use variables to change values and not just hardcorde values to elements. In this case pos is the variable that gets changed (pos++ and pos--) and then added to the style-property.
In your Code i think you never stop increasing the % value. So it gets stuck in a scenario where it does +1 -1 +1 -1 forever.
function myMove() {
var elem = document.getElementById("myAnimation");
var pos = 0;
var id = setInterval(frame, 10);
function frame() {
if (pos == 100) {
clearInterval(id);
alert("done");
myMove2();
} else {
pos++;
elem.style.left = pos + '%';
}
}
}
function myMove2() {
var elem = document.getElementById("myAnimation");
var pos = 100;
var id = setInterval(frame, 10);
function frame() {
if (pos == 0) {
clearInterval(id);
alert("done2");
myMove();
} else {
pos--;
elem.style.left = pos + '%';
}
}
}
#myAnimation {
width: 50px;
height: 50px;
position: absolute;
background-color: red;
}
<p>
<button onclick="myMove()">Click Me</button>
</p>
<div id ="myAnimation"></div>
I'm a beginner in javascript and I'm trying to make a very simple game. I know that my code is not the best, but i want to make it working. I want to stop function nahoru() or make it move to the other way and after it touches the bottom of the page/100%, make it repeat.
<html>
<head>
<script>
function naloud() {
var elem = document.getElementById("krtek");
elem.style.top = '100%';
var eleme = document.getElementById("krtek2");
eleme.style.top = '100%';
var elemen = document.getElementById("krtek3");
elemen.style.top = '100%';
}
var pos = 100;
var los = 0;
function nahoru() {
var elemend = document.getElementById("batn");
elemend.style.opacity = '0';
var elem = document.getElementById("krtek");
var id = setInterval(frame, 30);
function frame() {
if (pos == 0) {
clearInterval(id);
document.write('<center>GAME OVER<br>YOUR SCORE: ' + skore +
'<br>Press F5 for restart.')
} else {
pos = pos - 1;
elem.style.top = pos + '%';
}
}
}
var skore = 0;
function pric() {
skore++;
document.getElementById("skore").innerHTML = "Skore: " + skore;
elem.style.top = '+100%';
}
</script>
<style>
.prvni {
position: absolute;
width: 10%;
height: 110%;
left: 10%;
background-color: brown;
}
.druhy {
position: absolute;
width: 10%;
height: 110%;
left: 45%;
background-color: brown;
}
.treti {
position: absolute;
width: 10%;
height: 110%;
left: 80%;
background-color: brown;
}
</style>
</head>
<body onload="naloud()">
<button onclick="nahoru()" id="batn">START</button>
<div id="skore">Skore: 0</div>
<div id="krtek" class="prvni" onclick="pric()"></div>
<div id="krtek2" class="druhy" onclick="pric()"></div>
<div id="krtek3" class="treti" onclick="pric()"></div>
</body>
</html>
Declare id outside nahoru function,
like here
var pos = 100;
var los = 0;
var id = null;
Set interval in nahoru function,
like this (important, remove var from here)
id = setInterval(frame, 30);
Now clear interval in pric function
like this
function pric(elem) {
skore++;
clearInterval(id);
document.getElementById("skore").innerHTML = "Skore: " + skore;
elem.style.top = '+100%';
}
Working https://jsfiddle.net/ee1bdL5k/
You need declare this var outside from function, for the pric function:
var elem, eleme, elemen;
function naloud() {
elem = document.getElementById("krtek");
elem.style.top = '100%';
eleme = document.getElementById("krtek2");
eleme.style.top = '100%';
elemen = document.getElementById("krtek3");
elemen.style.top = '100%';
}
To see a working example simply copy code into notepad++ and run in chrome as a .html file, I have had trouble getting a working example in snippet or code pen, I would have given a link to those websites if I could get it working in them.
The QUESTION is; once I fire the laser once it behaves exactly the way I want it to. It increments with lzxR++; until it hits boarder of the game arena BUT if I hit the space bar WHILST the laser is moving the code iterates again and tries to display the laser in two places at once which looks bad and very choppy, so how can I get it to work so the if I hit the space bar a second time even whilst the laser was mid incrementation - it STOPS the incrementing and simply shoots a fresh new laser without trying to increment multiple lasers at once???
below is the Code:
<html>
<head>
<style>
#blueCanvas {
position: absolute;
background-color: black;
width: 932px;
height: 512px;
border: 1px solid black;
top: 20px;
left: 20px;
}
#blueBall {
position: relative;
background-color: white;
border: 1px solid blue;
width: 10px;
height: 10px;
border-radius: 100%;
top: 0px;
left: 0px;
}
#laser {
position: absolute;
background-color: white;
border: 1px solid blue;
width: 10px;
height: 1px;
top: 10px;
left: 10px;
}
#pixelTrackerTop {
position: absolute;
top: 530px;
left: 20px;
}
#pixelTrackerLeft {
position: absolute;
top: 550px;
left: 20px;
}
</style>
<title>Portfolio</title>
<script src="https://ajax.googleapis.com/
ajax/libs/jquery/1.12.4/jquery.min.js">
</script>
<SCRIPT LANGUAGE="JavaScript" type="text/javascript">
document.addEventListener("keydown", keyBoardInput);
var topY = 0;
var leftX = 0;
var lzrY = 0;
var lzrX = 0;
function moveUp() {
var Y = document.getElementById("blueBall");
topY = topY -= 1;
Y.style.top = topY;
masterTrack();
if (topY < 1) {
topY = 0;
Y.style.top = topY;
};
stopUp = setTimeout("moveUp()", 1)
/**allows for progression of speed with additional key strokes**/
topStop();
stopConflictYup();
console.log('moveUp');
};
function moveDown() {
var Y = document.getElementById("blueBall");
topY = topY += 1;
Y.style.top = topY;
masterTrack();
if (topY > 500) {
topY = 500;
Y.style.top = topY;
};
stopDown = setTimeout("moveDown()", 1)
/**allows for progression of speed with additional key strokes**/
topStop();
stopConflictYdown();
console.log('moveDown');
};
function moveLeft() {
var X = document.getElementById("blueBall");
leftX = leftX -= 1;
X.style.left = leftX;
masterTrack();
if (leftX < 1) {
leftX = 0;
Y.style.leftX = leftX;
};
stopLeft = setTimeout("moveLeft()", 1)
/**allows for progression of speed with additional key strokes**/
leftStop();
stopConflictXleft();
console.log('moveLeft');
};
function moveRight() {
var X = document.getElementById("blueBall");
leftX = leftX += 1;
X.style.left = leftX;
masterTrack();
if (leftX > 920) {
leftX = 920;
Y.style.leftX = leftX;
};
stopRight = setTimeout("moveRight()", 1)
/**allows for progression of speed with additional key strokes**/
leftStop();
stopConflictXright();
console.log('moveRight');
};
function masterTrack() {
var pxY = topY;
var pxX = leftX;
document.getElementById('pixelTrackerTop').innerHTML =
'Top position is ' + pxY;
document.getElementById('pixelTrackerLeft').innerHTML =
'Left position is ' + pxX;
};
function topStop() {
if (topY <= 0) {
clearTimeout(stopUp);
console.log('stopUp activated');
};
if (topY >= 500) {
clearTimeout(stopDown);
console.log('stopDown activated');
};
};
function leftStop() {
if (leftX <= 0) {
clearTimeout(stopLeft);
console.log('stopLeft activated');
};
if (leftX >= 920) {
clearTimeout(stopRight);
console.log('stopRight activated');
};
};
function stopConflictYup() {
clearTimeout(stopDown);
};
function stopConflictYdown() {
clearTimeout(stopUp);
};
function stopConflictXleft() {
clearTimeout(stopRight);
};
function stopConflictXright() {
clearTimeout(stopLeft);
};
function shootLaser() {
var l = document.getElementById("laser");
var lzrY = topY;
var lzrX = leftX;
fireLaser();
function fireLaser() {
l.style.left = lzrX; /**initial x pos **/
l.style.top = topY; /**initial y pos **/
var move = setInterval(moveLaser, 1);
/**continue to increment laser unless IF is met**/
function moveLaser() { /**CALL and start the interval**/
var bcrb = document.getElementById("blueCanvas").style.left;
if (lzrX > bcrb + 920) {
/**if the X axis of the laser goes beyond the
blueCanvas 0 point by 920 then stop incrementing the laser on its X
axis**/
clearInterval(move);
/**if statement was found true so stop increment of laser**/
} else {
lzrX++;
l.style.left = lzrX;
};
};
};
};
function keyBoardInput() {
var i = event.keyCode;
if (i == 32) {
shootLaser();
};
if (i == 38) {
if (topY > 0) {
moveUp();
};
};
if (i == 40) {
if (topY < 500) {
moveDown();
};
};
if (i == 37) {
if (leftX > 0) {
moveLeft();
};
};
if (i == 39) {
if (leftX < 920) {
moveRight();
};
};
};
/**
!! gradual progression of opacity is overall
!! being able to speed up element is best done with setTimout
!! setInterval is constant regards to visual speed
!! NEXT STEP IS ARRAYS OR CLASSES
IN ORDER TO SHOOT MULITPLE OF SAME ELEMENT? MAYBEE?
var l = document.getElementById("laser");
lzrX = lzrX += 1;
l.style.left = lzrX;
lzrY = topY += 1;
l.style.top = lzrY;
**/
</SCRIPT>
</head>
<div id="blueCanvas">
<div id="laser"></div>
<div id="blueBall">
</div>
</div>
<p id="pixelTrackerTop">Top position is 0</p>
<br>
<p id="pixelTrackerLeft">Left position is 0</p>
</body>
</html>
Solved the problem with using a variable called "g" and incrementing it once the laser is shot!
var g = 0;
function keyBoardInput() {
var i = event.keyCode;
if (i == 32) {
if (g < 1) {
shootLaser();
g++;
};
};
I've done this simple animation but i have a feeling i've writted to much lines of code for such a simple task. Is there a way to achieve the same result but with less code ?
https://jsfiddle.net/qw82Lwy0/1/
function myMove() {
var elem = document.getElementById("animate");
var pos = 0;
var id = setInterval(frame, 5);
var flag = true;
function frame() {
if (flag) {
pos++;
elem.style.top = pos + 'px';
elem.style.left = pos + 'px';
if (pos == 350) {
flag = false;
}
} else if (!flag) {
pos--;
elem.style.top = pos + 'px';
elem.style.left = pos + 'px';
if (pos == 0) {
flag = true;
}
}
}
}
P.S: No jquery or css animation, just javascript.
instead of using the flag and a seperate code for the 2 conditions you could just flip the incrementer like so:
function myMove() {
var elem = document.getElementById("animate");
var pos = 0;
var id = setInterval(frame, 5);
var changeVal = 1;
function frame() {
pos+=changeVal;
if ((pos >= 350) || (pos <= 0)) changeVal *= -1;
elem.style.top = elem.style.left = pos + 'px';
}
}
Animations can now be done in modern browsers using CSS. For example, your javascript animation can be condensed to just a few lines using a CSS transition.
See MDN for more details and examples of transitions and animations.
Run the code snippet below to try
window.ball.addEventListener('transitionend', toggle);
function toggle() {
window.ball.classList.toggle('move');
}
.animation {
position: relative;
background-color: lightyellow;
border: 1px solid gray;
height: 200px;
width: 200px;
}
#ball {
transition-property: left top background-color;
transition-duration: 2s;
position: absolute;
background-color: red;
border-radius: 12px;
height: 25px;
width: 25px;
left: 0;
top: 0;
}
#ball.move {
background-color: blue;
left: 175px;
top: 175px;
}
<button onclick="toggle()">Start</button>
<div class="animation"><div id="ball"></div></div>
Well, you could shorten your frame() function like so:
function myMove() {
var elem = document.getElementById("animate");
var pos = 0;
var id = setInterval(frame, 5);
var flag = true;
function frame() {
if (flag) {
pos++;
if (pos == 350) {
flag = false;
}
} else { // since you are checking if flag is true, the only other answer is false
pos--;
if (pos == 0) {
flag = true;
}
}
elem.style.top = pos + 'px'; // since this occurs in both cases
elem.style.left = pos + 'px'; // you can do it afterward
}
}
Use a function with 3 paraneters : posAdd, flagValue and posValue
function frame(posAdd,flagValue,posValue) {
if (flagValue) {
pos=pos+posAdd;
elem.style.top = pos + 'px';
elem.style.left = pos + 'px';
if (pos == posValue) {
flag = !flagValue;
}
}
}
And call it twice : frame(1,true,350)
And frame(-1,false,0)