In this piece of code I have video.currentTime = {value}
And it works fine.
But when I'm trying to reload the page by pressing Crtl+Shift+R it sets video.currentTime to 0, no matter when on the progress bar I clicked.
Why is that?
window.addEventListener('load', function(){
var video = document.getElementById('video');
var playButton = document.getElementById('play-button');
var pbar = document.getElementById('pbar');
var update;
var pbarContainer = document.getElementById('pbar-container');
video.load();
video.addEventListener('canplay', function(){
playButton.addEventListener('click', playOrPause, false);
pbarContainer.addEventListener('click', skip, false);
}, false);
var skip = function(ev) {
var mouseX = ev.pageX - pbarContainer.offsetLeft;
var width = window.getComputedStyle(pbarContainer).getPropertyValue('width');
width = parseFloat(width.substr(0, width.length - 2));
video.currentTime = (mouseX/width)*video.duration;
};
var updatePlayer = function() {
var percentage = (video.currentTime/video.duration)*100;
pbar.style.width = percentage + '%';
if(video.ended) {
window.clearInterval(update);
playButton.src = 'images/replay.png';
}
};
var playOrPause = function(){
if(video.paused) {
video.play();
playButton.src = 'images/pause.png';
update = setInterval(updatePlayer, 30);
} else {
video.pause();
playButton.src = 'images/play.png';
window.clearInterval(update);
}
};
//video.addEventListener('click', playOrPause(playButton), false);
}, false);
Refreshing your page stops all execution of your code and resets all your variables, basically starting you from the beginning.
If you want variables to remain even after refreshing the page then set the localStorage and your values will be saved on the browser. You can find them if you open your developer tools in the Resources section under localStorage:
localStorage.setItem(video.currentTime,value)
To retrieve it, you'll have to use
localStorage.getItem(video.currentTime,value)
Related
I have a function that adds random images to my divs that disappear over time and create a mouse trail. My issue is: there are double images.
I'd like to add something that checks if the background url is already located on the page and if that's the case, skips to the next in the array and check it again until until it comes across one that is not there. So like a loop that refreshes every time a 'trail' is being created.
Maybe I am asking for something that won't work? What if all the images are already on the page? I don't really have an answer for it and I also don't have an idea how to solve that problem yet.
For now I tried adding a counter that checks the usedImages and counts them, but it seems to have flaws and I am unsure where to look or how to fix it. Does anyone have any tips on how to do this? Is it even possible?
My fiddle
var bgImages = new Array(
"https://www.studiourbanestrategien.com/wordpress/wp-content/uploads/2019/05/schraegluftbild-1024x725.jpg",
"https://www.studiourbanestrategien.com/wordpress/wp-content/uploads/2019/05/pikto-608x1024.jpg",
"https://www.studiourbanestrategien.com/wordpress/wp-content/uploads/2019/05/Jettenhausen-EG-Grundriss-913x1024.jpg",
"https://www.studiourbanestrategien.com/wordpress/wp-content/uploads/2019/05/lageplan-945x1024.jpg",
"https://www.studiourbanestrategien.com/wordpress/wp-content/uploads/2019/05/Jettenhausen-EG-Grundriss-913x1024.jpg",
"https://www.studiourbanestrategien.com/wordpress/wp-content/uploads/2019/05/Jettenhauser-Esch-Modell-2-1024x768.jpg",
"https://www.studiourbanestrategien.com/wordpress/wp-content/uploads/2019/07/DSCN3481-1024x768.jpg",
"https://www.studiourbanestrategien.com/wordpress/wp-content/uploads/2019/07/zoom-in-3_ASTOC-1024x683.jpg",
"https://www.studiourbanestrategien.com/wordpress/wp-content/uploads/2016/07/IMG_1345-1024x768.jpg"
);
const numberOfImages = 10;
const timesPerSecond = .1;
var usedImages = {};
var usedImagesCount = 0;
function preloadImages(images) {
for (i = 0; i < images.length; i++) {
let l = document.createElement('link')
l.rel = 'preload'
l.as = 'image'
l.href = images[i]
document.head.appendChild(l);
}
}
function animate(e) {
var image = document.createElement('div');
image.classList.add('trail');
var sizew = 200;
var sizeh = 200;
image.style.transition = '3s ease';
image.style.position = 'fixed';
image.style.top = e.pageY - sizeh / 2 + 'px';
image.style.left = e.pageX - sizew / 2 + 'px';
image.style.width = sizew + 'px';
image.style.height = sizeh + 'px';
var random = Math.floor(Math.random() * (bgImages.length));
if (!usedImages[random]) {
image.style.backgroundImage = "url(" + bgImages[random] + ")";
usedImages[random] = true;
usedImagesCount++;
if (usedImagesCount === bgImages.length) {
usedImagesCount = 0;
usedImages = {};
}
} else {
animate(e);
}
console.log(usedImages);
console.log(usedImagesCount);
image.style.backgroundSize = 'cover';
image.style.pointerEvents = 'none';
image.style.zIndex = 1;
document.body.appendChild(image);
//opacity and blur animations
window.setTimeout(function() {
image.style.opacity = 0;
image.style.filter = 'blur(20px)';
}, 40);
window.setTimeout(function() {
document.body.removeChild(image);
}, 2100);
};
window.onload = function() {
preloadImages(bgImages);
var wait = false;
window.addEventListener('mousemove', function(e) {
if (!wait) {
wait = true;
setTimeout(() => {
wait = false
}, timesPerSecond * 800);
animate(e);
}
});
};
I have a JavaScript script that I am getting an error for that I can't figure out. I am trying to take a picture of the webcam feed using JavaScript
The error is:
Uncaught TypeError: webcam.snap is not a function
I am using webcam.js to take the snapshot.
Here is my JavaScript code:
<script>
var video = document.createElement("video");
var canvasElement = document.getElementById("canvas");
var canvas = canvasElement.getContext("2d");
var loadingMessage = document.getElementById("loadingMessage");
var outputContainer = document.getElementById("output");
var outputMessage = document.getElementById("outputMessage");
var outputData = document.getElementById("outputData");
const jsQR = require("jsqr");
function drawLine(begin, end, color) {
canvas.beginPath();
canvas.moveTo(begin.x, begin.y);
canvas.lineTo(end.x, end.y);
canvas.lineWidth = 4;
canvas.strokeStyle = color;
canvas.stroke();
}
// Use facingMode: environment to attemt to get the front camera on phones
navigator.mediaDevices.getUserMedia({ video: { facingMode: "environment" } }).then(function(stream) {
video.srcObject = stream;
video.setAttribute("playsinline", true); // required to tell iOS safari we don't want fullscreen
video.play();
requestAnimationFrame(tick);
});
function tick() {
loadingMessage.innerText = "⌛ Loading video..."
if (video.readyState === video.HAVE_ENOUGH_DATA) {
loadingMessage.hidden = true;
canvasElement.hidden = false;
outputContainer.hidden = false;
canvasElement.height = video.videoHeight;
canvasElement.width = video.videoWidth;
canvas.drawImage(video, 0, 0, canvasElement.width, canvasElement.height);
var imageData = canvas.getImageData(0, 0, canvasElement.width, canvasElement.height);
var code = jsQR(imageData.data, imageData.width, imageData.height, {
inversionAttempts: "invertFirst",
});
if (code) {
drawLine(code.location.topLeftCorner, code.location.topRightCorner, "#FF3B58");
drawLine(code.location.topRightCorner, code.location.bottomRightCorner, "#FF3B58");
drawLine(code.location.bottomRightCorner, code.location.bottomLeftCorner, "#FF3B58");
drawLine(code.location.bottomLeftCorner, code.location.topLeftCorner, "#FF3B58");
outputMessage.hidden = true;
outputData.parentElement.hidden = false;
outputData.innerText = code.data;
takeSnapShot();
}
else {
outputMessage.hidden = false;
outputData.parentElement.hidden = true;
}
}
requestAnimationFrame(tick);
}
// TAKE A SNAPSHOT.
takeSnapShot = function () {
webcam.snap(function (data_uri) {
downloadImage('video', data_uri);
});
}
// DOWNLOAD THE IMAGE.
downloadImage = function (name, datauri) {
var a = document.createElement('a');
a.setAttribute('download', name + '.png');
a.setAttribute('href', datauri);
a.click();
}
</script>
This is the first line that causes a problem:
webcam.snap(function (data_uri) {
downloadImage('video', data_uri);
});
This is the second line that causes a problem:
takeSnapShot();
how do I correct this properly?
****** UPDATE ******
The version of webcam.js I am using is WebcamJS v1.0.26. My application is a Django application that launches the HTML file as defined in main.js.
snap: function(user_callback, user_canvas) {
// use global callback and canvas if not defined as parameter
if (!user_callback) user_callback = this.params.user_callback;
if (!user_canvas) user_canvas = this.params.user_canvas;
// take snapshot and return image data uri
var self = this;
var params = this.params;
if (!this.loaded) return this.dispatch('error', new WebcamError("Webcam is not loaded yet"));
// if (!this.live) return this.dispatch('error', new WebcamError("Webcam is not live yet"));
if (!user_callback) return this.dispatch('error', new WebcamError("Please provide a callback function or canvas to snap()"));
// if we have an active preview freeze, use that
if (this.preview_active) {
this.savePreview( user_callback, user_canvas );
return null;
}
// create offscreen canvas element to hold pixels
var canvas = document.createElement('canvas');
canvas.width = this.params.dest_width;
canvas.height = this.params.dest_height;
var context = canvas.getContext('2d');
// flip canvas horizontally if desired
if (this.params.flip_horiz) {
context.translate( params.dest_width, 0 );
context.scale( -1, 1 );
}
// create inline function, called after image load (flash) or immediately (native)
var func = function() {
// render image if needed (flash)
if (this.src && this.width && this.height) {
context.drawImage(this, 0, 0, params.dest_width, params.dest_height);
}
// crop if desired
if (params.crop_width && params.crop_height) {
var crop_canvas = document.createElement('canvas');
crop_canvas.width = params.crop_width;
crop_canvas.height = params.crop_height;
var crop_context = crop_canvas.getContext('2d');
crop_context.drawImage( canvas,
Math.floor( (params.dest_width / 2) - (params.crop_width / 2) ),
Math.floor( (params.dest_height / 2) - (params.crop_height / 2) ),
params.crop_width,
params.crop_height,
0,
0,
params.crop_width,
params.crop_height
);
// swap canvases
context = crop_context;
canvas = crop_canvas;
}
// render to user canvas if desired
if (user_canvas) {
var user_context = user_canvas.getContext('2d');
user_context.drawImage( canvas, 0, 0 );
}
// fire user callback if desired
user_callback(
user_canvas ? null : canvas.toDataURL('image/' + params.image_format, params.jpeg_quality / 100 ),
canvas,
context
);
};
// grab image frame from userMedia or flash movie
if (this.userMedia) {
// native implementation
context.drawImage(this.video, 0, 0, this.params.dest_width, this.params.dest_height);
// fire callback right away
func();
}
else if (this.iOS) {
var div = document.getElementById(this.container.id+'-ios_div');
var img = document.getElementById(this.container.id+'-ios_img');
var input = document.getElementById(this.container.id+'-ios_input');
// function for handle snapshot event (call user_callback and reset the interface)
iFunc = function(event) {
func.call(img);
img.removeEventListener('load', iFunc);
div.style.backgroundImage = 'none';
img.removeAttribute('src');
input.value = null;
};
if (!input.value) {
// No image selected yet, activate input field
img.addEventListener('load', iFunc);
input.style.display = 'block';
input.focus();
input.click();
input.style.display = 'none';
} else {
// Image already selected
iFunc(null);
}
}
else {
// flash fallback
var raw_data = this.getMovie()._snap();
// render to image, fire callback when complete
var img = new Image();
img.onload = func;
img.src = 'data:image/'+this.params.image_format+';base64,' + raw_data;
}
return null;
},
Your implementation doesn't need Webcamjs, because you're using navigator media devices.
You can either use WebcamJS by initializing it at first and attaching it to some canvas, like in the following code
Webcam.set({
width: 320,
height: 240,
image_format: 'jpeg',
jpeg_quality: 90
});
Webcam.attach( '#my_camera' );
Or you can update your takeSnapShot function to the following :
takeSnapShot = function () {
downloadImage('video',canvasElement.toDataURL())
// Webcam.snap(function (data_uri) {
// downloadImage('video', data_uri);
// });
}
Here's a working example based on your code https://codepen.io/majdsalloum/pen/RwVKBbK
It seems like either:
the webcam's code are missing (not imported)
in this case you need to first call the script from the URL and add it with script tag
<script src="WEBCAM_JS_SOURCE">
or
they are imported, but used with typo. From the webcam source code it is defined as:
var Webcam = {
version: '1.0.26',
// globals
...
};
so you should use with a capital one.
I'm trying to implement a "drag-to-pan" function for the pfd.js viewer.
However, this only works every other time, so that after panning around, I have to click the viewer again to make it re-render.
Here's the code:
var pdfScale = 1;
var activePdf;
var rotate = 0;
var addX = 0;
var addY = 0;
function renderPage(page) {
activePdf = page;
var canvas = document.getElementById('the-canvas');
var wrapperStyle = window.getComputedStyle(document.getElementsByClassName("canvas-wrapper")[0]);
var context = canvas.getContext('2d');
var viewport = page.getViewport(pdfScale, rotate);
canvas.height = parseInt(wrapperStyle.height);
canvas.width = parseInt(wrapperStyle.width);
viewport.viewBox[0] -= addX;
viewport.viewBox[2] -= addX;
viewport.viewBox[1] += addY;
viewport.viewBox[3] += addY;
addX = addY = 0;
// Render PDF page into canvas context
var renderContext = {
canvasContext: context,
viewport: viewport
};
var renderTask = page.render(renderContext);
}
$(document).ready(function() {
var start = [0,0];
$('#the-canvas').mousedown(function(event) {
start[0] = event.screenX;
start[1] = event.screenY;
}).mouseup(function(event) {
console.log(event);
addX = event.screenX - start[0];
addY = event.screenY - start[1];
setTimeout(function() {
renderPage(activePdf);
}, 500);
});
var url = 'http://localhost/test.pdf';
// Disable workers to avoid yet another cross-origin issue (workers need
// the URL of the script to be loaded, and dynamically loading a cross-origin
// script does not work).
PDFJS.disableWorker = true;
// The workerSrc property shall be specified.
PDFJS.workerSrc = 'build/pdf.worker.js';
// Asynchronous download of PDF
var loadingTask = PDFJS.getDocument(url);
loadingTask.promise.then(function(pdf) {
console.log('PDF loaded');
// Fetch the first page
var pageNumber = 1;
pdf.getPage(pageNumber).then(function(page) {
console.log('Page loaded');
renderPage(page);
});
}, function (reason) {
// PDF loading error
console.error(reason);
});
});
Even after adding the setTimeout, it still doesn't render correctly on the first time. How can I edit my logic to make it work?
Thanks!
The problem is that when i have 2 or more players on html page i can only play music in the first player and the rest wont work.
my customized HTML5 audio player:
<audio id="music" preload="true">
<source src="music/interlude.mp3">
</audio>
<div id="wrapper">
<div id="audioplayer">
<button id="pButton" class="play"></button>
<div id="timeline">
<div id="playhead"></div>
</div>
</div>
</div>
and js for this:
document.addEventListener("DOMContentLoaded", function(event) {
var music = document.getElementById('music'); // id for audio element
var duration; // Duration of audio clip
var pButton = document.getElementById('pButton'); // play button
var playhead = document.getElementById('playhead'); // playhead
var timeline = document.getElementById('timeline'); // timeline
// timeline width adjusted for playhead
var timelineWidth = timeline.offsetWidth - playhead.offsetWidth;
// play button event listenter
pButton.addEventListener("click", play);
// timeupdate event listener
music.addEventListener("timeupdate", timeUpdate, false);
// makes timeline clickable
timeline.addEventListener("click", function(event) {
moveplayhead(event);
music.currentTime = duration * clickPercent(event);
}, false);
// returns click as decimal (.77) of the total timelineWidth
function clickPercent(event) {
return (event.clientX - getPosition(timeline)) / timelineWidth;
}
// makes playhead draggable
playhead.addEventListener('mousedown', mouseDown, false);
window.addEventListener('mouseup', mouseUp, false);
// Boolean value so that audio position is updated only when the playhead is released
var onplayhead = false;
// mouseDown EventListener
function mouseDown() {
onplayhead = true;
window.addEventListener('mousemove', moveplayhead, true);
music.removeEventListener('timeupdate', timeUpdate, false);
}
// mouseUp EventListener
// getting input from all mouse clicks
function mouseUp(event) {
if (onplayhead == true) {
moveplayhead(event);
window.removeEventListener('mousemove', moveplayhead, true);
// change current time
music.currentTime = duration * clickPercent(event);
music.addEventListener('timeupdate', timeUpdate, false);
}
onplayhead = false;
}
// mousemove EventListener
// Moves playhead as user drags
function moveplayhead(event) {
var newMargLeft = event.clientX - getPosition(timeline);
if (newMargLeft >= 0 && newMargLeft <= timelineWidth) {
playhead.style.marginLeft = newMargLeft + "px";
}
if (newMargLeft < 0) {
playhead.style.marginLeft = "0px";
}
if (newMargLeft > timelineWidth) {
playhead.style.marginLeft = timelineWidth + "px";
}
}
// timeUpdate
// Synchronizes playhead position with current point in audio
function timeUpdate() {
var playPercent = timelineWidth * (music.currentTime / duration);
playhead.style.marginLeft = playPercent + "px";
if (music.currentTime == duration) {
pButton.className = "";
pButton.className = "play";
}
}
//Play and Pause
function play() {
// start music
if (music.paused) {
music.play();
// remove play, add pause
pButton.className = "";
pButton.className = "pause";
} else { // pause music
music.pause();
// remove pause, add play
pButton.className = "";
pButton.className = "play";
}
}
// Gets audio file duration
music.addEventListener("canplaythrough", function() {
duration = music.duration;
}, false);
// getPosition
// Returns elements left position relative to top-left of viewport
function getPosition(el) {
return el.getBoundingClientRect().left;
}
/* DOMContentLoaded*/
});
i belive the problem is somewhere in the js code but i cant figure out where.
i took the code form here
I notice that you're using a lot of IDs. When the "first of something" works on a page, usually it's IDs that are causing the issue.
Change all of your IDs for your <audio> players to class attributes. You will also need to update your JavaScript as well, from something like this:
var music = document.getElementById('music');
music.addEventListener(...
To something more like this:
var music = document.querySelectorAll(".music"); // class="music"
for (var i = 0; i < music.length; i++) {
music[i].addEventListener(...
You should find that this will work for you.
I have a function where the user sort of "scratching" a surface when he drags the mouse over it, reviling content underneath this surface. I want to count how many seconds he dragged the mouse, and when he reaches 5 seconds - do something. If he lets go after, for example, 3 seconds, the count should stop and resume from 3d second when he resumes dragging. I tried to do it with setInterval and add 1 to seconds counter every 1000 ms, but no matter what I've tried - I'm either getting some crazy numbers in the counter or it just stays on 0. Here's my code:
var interval, info;
var totalSeconds = 0;
function init()
{
...more vars declaration and initialization
function scratchOff(x, y)
{
mainctx.save();
mainctx.beginPath();
mainctx.arc(x,y,radius,0,Math.PI*2,false);
mainctx.clip();
mainctx.drawImage(bottomImage, 0, 0);
mainctx.restore();
}
$('#overlay').mousedown(function(e){
isMouseDown = true;
var relX = e.pageX;
var relY = e.pageY;
scratchOff(relX, relY, true);
});
$('#overlay').mousemove(function(e){
var relX = e.pageX;
var relY = e.pageY;
overlayctx.clearRect(0,0,canvasWidth,canvasHeight);
overlayctx.drawImage(coinImage, relX-radius, relY-radius);
if (isMouseDown) {
scratchOff(relX, relY, false);
countSeconds(); // - THIS CALLS FOR THE FUNCTION THAT IS SUPPOSED
// TO COUNT SECONDS ONCE THE USER STARTS DRAGGING THE MOUSE
}
});
$('#overlay').mouseup(function(e){
isMouseDown = false;
clearInterval(interval);
});
var mainctx = $('canvas')[0].getContext('2d');
var radius = 10;
topImage.onload = function(){
mainctx.drawImage(topImage, 0, 0);
};
topImage.src = "images/oie_canvas.png";
}
// THIS IS THE FUNCTION THAT'S SUPPOSED TO COUNT SECONDS
function countSeconds() {
interval = setInterval(function(){
totalSeconds = totalSeconds++;
info.innerHTML = totalSeconds;
if(totalSeconds >= 5) clearInterval(interval);
}, 1000);
}
How can I make it work?
You would start a timer of 1 sec, which monitor your isMouseDown flag and start counting, when you reach 5 sec you go for your action, no need to call the countSeconds every time.
Here is an example:
EDITED
$(function() {
setInterval(function(){
if(isMouseDown) {
totalSeconds++;
}
if(totalSeconds== 5) {
//do your action;
totalSeconds = 0;
}
info.innerHTML = totalSeconds;
}, 1000);
} );
var isMouseDown = false;
function init()
{
... your code
}
EDITED 2
Full Example
var topImage = new Image();
var bottomImage = new Image();
var coinImage = new Image();
bottomImage.src = "http://i58.tinypic.com/2i093ia.jpg";
coinImage.src = "http://i61.tinypic.com/30acmtt.png";
var info;
var interval;
var totalSeconds = 0;
$(function() {
setInterval(function(){
if(isMouseDown) {
totalSeconds++;
}
if(totalSeconds== 5) {
alert("5 sec");
totalSeconds = 0;
}
info.innerHTML = totalSeconds;
}, 1000);
} );
var isMouseDown = false;
function init()
{
var canvasWidth = $('#myCanvas').width();
var canvasHeight = $('#myCanvas').height();
$('body').append('<canvas id="overlay" width="'+canvasWidth+'" height="'+canvasHeight+'" />');
var overlayctx = $('canvas')[1].getContext('2d');
overlayctx.drawImage(coinImage, 0,0);
info = document.getElementById('info');
function scratchOff(x, y)
{
mainctx.save();
mainctx.beginPath();
mainctx.arc(x,y,radius,0,Math.PI*2,false);
mainctx.clip();
mainctx.drawImage(bottomImage, 0, 0);
mainctx.restore();
}
$('#overlay').mousedown(function(e){
isMouseDown = true;
var relX = e.pageX;
var relY = e.pageY;
scratchOff(relX, relY, true);
});
$('#overlay').mousemove(function(e){
var relX = e.pageX;
var relY = e.pageY;
overlayctx.clearRect(0,0,canvasWidth,canvasHeight);
overlayctx.drawImage(coinImage, relX-radius, relY-radius);
if (isMouseDown) {
scratchOff(relX, relY, false);
countSeconds();
}
});
$('#overlay').mouseup(function(e){
isMouseDown = false;
clearInterval(interval);
});
var mainctx = $('canvas')[0].getContext('2d');
var radius = 10;
topImage.onload = function(){
mainctx.drawImage(topImage, 0, 0);
};
topImage.src = "http://i61.tinypic.com/xpzbx0.png";
}