Get the images dimension from html - javascript

I have two images in two different section and div.I want to get the original dimension at same time and send to my java script file to do some calculation. How do I get the images dimension at the same time.
html file
<section id ="hi">
<img src = "images/hi.png" onload = "OnImageLoad(event);" />
</section>
<section id = "bye">
<img src = "images/hi.png" onload = "OnImageLoad(event);"/>
</section>
js
function OnImageLoad(evt) {
var img = evt.currentTarget;
// what's the size of this image
var w = $(img).width();
var h = $(img).height();
In this code I am able to get the images dimension of images,But they return dimension of only one images.I want to get the dimension of both images at same time.
Something like this:
function OnImageLoad(evt) {
var img1 = evt.currentTarget;
var img2 = evt.currentTarget;
// what's the size of this image
var w1 = $(img1).width();
var h1 = $(img1).height();
var w2 = $(img2).width();
var h2 = $(img2).height();

You can not do that, they are async tasks. You can only calculate the size of the image only when they are completely loaded, so If first image is of higher size then the second image, it will take more time to calculate the first image size then the second.
What you can do is, fetch both the image sizes aynchronously, and when both of them are done you can do the calculations.
var sizes = [];
var counter = 0;
function OnImageLoad(evt) {
var img = evt.currentTarget;
// what's the size of this image
var w = $(img).width();
var h = $(img).height();
counter++;
sizes.push({
height: h,
width: w
});
if (counter == 2) {
callAnotherFunction(sizes)
}
}

prepending the variables with a custom value should make it possible.
HTML
<section id ="hi">
<img src = "images/hi.png" onload = "OnImageLoad(event,1);" />
</section>
<section id = "bye">
<img src = "images/hi.png" onload = "OnImageLoad(event,2);"/>
</section>
JS
function OnImageLoad(evt, pre) {
var img = evt.currentTarget;
// what's the size of this image
eval("var w" + pre + " = $(img).width()");
eval("var h" + pre + " = $(img).height()");
Ive not tested this though.

function OnImageLoad() {
var img1 = document.getElementById("Image1");
var img2 = document.getElementById("Image2");
// what's the size of this image
var w1 = img1.width;
var h1 = img1.height;
var w2 = img2.width;
var h2 = img2.height;
}
Html:
<section id ="hi">
<img id="Image1" src = "images/hi.png"/>
</section>
<section id = "bye">
<img id="Image2" src = "images/hi.png"/>
</section>
Call this function on window.onload=OnImageLoad();

function OnImageLoad(evt) {
//This function will be called on each image load and will iterate all the image inside this dom
var images = $('img');
for(var i =0 ;i<images.length; i++) {
// what's the size of this image
var w = $(images[i]).width();
var h = $(images[i]).height();
//For each file you will have width and height of the image
console.log('width of image-'+i+': ',w);
console.log('height of image-'+i+': ',h);
}
}
<!DOCTYPE html>
<html>
<head>
<script src="https://code.jquery.com/jquery-1.7.2.js"></script>
<meta charset="utf-8">
<title>JS Bin</title>
</head>
<body>
<section id ="hi">
<img src = "http://cdn.mysitemyway.com/etc-mysitemyway/icons/legacy-previews/icons-256/3d-glossy-green-orbs-icons-business/103491-3d-glossy-green-orb-icon-business-tool-screwdriver.png" onload = "OnImageLoad(event);" />
</section>
<section id = "bye">
<img src = "http://cdn.mysitemyway.com/etc-mysitemyway/icons/legacy-previews/icons-256/3d-glossy-orange-orbs-icons-business/105429-3d-glossy-orange-orb-icon-business-tool-hammer4-sc44.png" onload = "OnImageLoad(event);"/>
</section>
</body>
</html>
enter link description here

Related

No image width, canvas / constructor javascript [duplicate]

I am adding an image via Javascript.
The image could be of any size and I'd like to get the size (width and height).
The issue is, the offsetWidth and style.width is always 0
Here is some code to replicate
const container = document.getElementById("container");
const img = document.createElement("img");
img.src = "https://images.freeimages.com/images/large-previews/56e/hibiscus-1393855.jpg";
document.body.appendChild(img);
const result = document.getElementById("result");
result.innerText = (img.offsetWidth + " " + img.style.width);
<div id="container">
</div>
<div id="result">
</div>
The above works. I am running what appears to be near identical code but, it always shows an offsetWidth of 0
How do I get the image width and height
You have to wait for the image to load to be able to get its actual size:
const container = document.getElementById("container");
const img = document.createElement("img");
img.addEventListener('load', function() {
document.getElementById("result").innerText = img.offsetWidth;
});
img.src = "https://images.freeimages.com/images/large-previews/56e/hibiscus-1393855.jpg";
document.body.appendChild(img);
<div id="container">
</div>
<div id="result">
</div>

javascript - create image element and randomly place within div in html5

In my html document I have a div with id="containerRight". In the same directory where the html document is I have an image that needs to be added to the html. Using javascript I want to add 5x the same image into the div and scatter them randomly within the div. I'm struggling with adding 5x the same image from the hdd and positioning them randomly within the div. I have tried this so far:
<!DOCTYPE html>
<html>
<head>
<script>
function insert_picture(){
var newPicture = document.createElement("img");
var destinationParent = document.getElementByID("containerRight");
destinationParent.appendChild(newPicture);
}
function ImgRandomPosition()
{
var left = generateRandom();
var top = generateRandom();
var image = insert_picture();
var imagestyle = document.getElementById("imgRight").style;
imagestyle.position = "absolute";
imagestyle.top = top;
imagestyle.left = left;
}
</script>
</head>
<body onclick="insert_picture()">
<div id="containerRight">
<img id="imgRight" src="smiley.png" alt="" />
</div>
</body>
</html>
I have changed the code to the following and it adds images to the div containerRight next to each other:
function insert()
{
var imgDestination = document.getElementById("containerRight");
var imgAdded = document.createElement("img");
imgAdded.src = "smiley.png";
imgDestination.appendChild(imgAdded);
}
Then the next issue is to position images randomly within the same div id="containerRight".
The code below does add images randomly to the body of the html not the div.
Any further thoughts greatly appreciated:
function insert()
{
var imgDestination = document.getElementById("containerRight");
var imgAdded = document.createElement("img");
imgAdded.src = "smiley.png";
imgDestination.appendChild(imgAdded);
ImgRandomPosition(imgAdded);
}
function ImgRandomPosition(imgAdded)
{
var left = Math.floor((Math.random() * 400) + 1)+"px";
var top = Math.floor((Math.random() * 400) + 1)+"px";
var imagestyle = imgAdded.style;
imagestyle.position = "absolute";
imagestyle.top = top;
imagestyle.left = left;
}
change your code to
function insert_picture()
{
var newPicture = document.createElement("img");
var destinationParent = document.getElementByID("containerRight");
destinationParent.appendChild(newPicture);
newPicture.src = "smiley.png";
ImgRandomPosition(newPicture);
}
function ImgRandomPosition(imgObj)
{
var left = generateRandom();
var top = generateRandom();
var imagestyle = imgObj.style;
imagestyle.position = "absolute";
imagestyle.top = top;
imagestyle.left = left;
}
Now when you click on the body <body onclick="insert_picture()"> this method will add an image somewhere on the body

How do I get this JavaScript slideshow to work?

I am trying to create an image slideshow. I added the 7 images into the array. The slideshow starts with image0.jpg and when the user clicks on the right arrow, I want the javascript to insert the next image in the array (image1.jpg). The problem is that the img variable is not going past 1. Can someone help me get this slideshow to work?
HTML
<h1>Swap Image Experiment</h1>
<div class="slideshow">
<div id="myImages">
<img id="test" src="images/image0.jpg">
</div>
<div class="arrows">
<div id="left" onClick="swapPicture(-1)"></div>
<div id="right" onClick="swapPicture(+1)"></div>
</div>
</div>
<script src="js/script.js"></script>
</body>
JavaScript
var dImages = new Array();
var numImages = 6;
for(i=0;i<numImages;i++)
{
dImages[i]=new Image();
dImages[i].src="images/image"+(i)+".jpg";
}
function swapPicture(target) {
img = 0;
image = document.getElementById("test")
img = img + target;
console.log(img);
image.src = "images/image"+(img)+".jpg";
}
You should change img from a local variable to a global variable. Now every time when you execute that function, img will be set to 0. So change it to
var img = 0;
function swapPicture(target) {
image = document.getElementById("test")
img = img + target;
console.log(img);
image.src = "images/image"+(img)+".jpg";
}
Along with Dacaspex answer, you should remember to loop back to pic 5 (assuming 0-5 for your 6 images) if they go left instead of right. Also to loop to 0 if they go right when at 5...
var img = 0;
function swapPicture(target) {
image = document.getElementById("test")
img = img + target;
console.log(img);
if(img < 0)
{
img = 5;
}
else
{
if(img > 5)
{
img = 0;
}
}
image.src = "images/image"+(img)+".jpg";
}

javascript image position

I'm trying to put smile images at random positions on the left side div.But the images are not appearing in random order , rather it is showing images serially. Why is this happening?
<html>
<head>
<h1>Matching Game</h1>
<p>Click on the extra smiling face on the left</p>
<div id= "leftSide"></div>
<div id = "rightSide"></div>
<style>
img1 {position:absolute}
div {position:absolute; width:500px;height: 500px}
#rightSide {left:500px;border-left: 1px solid black}
</style>
<script>
var numberOfFaces =5,i;
var theLeftSide = document.getElementById("leftSide");
function generateFaces()
{
for( i=0;i<numberOfFaces;i++)
{
var img1 =document.createElement("img");
img1.src = "smile.png";
var topran = Math.random() * 400;
var topran = Math.floor(topran);
var leftran = Math.random() *400;
var leftran = Math.floor(leftran);
img1.style.top = topran + "px";
img1.style.left = leftran + "px";
theLeftSide.appendChild(img1);
}
}
</script>
</head>
<body onload = "generateFaces()">
</body>
</html>
You can't style your smile image with img1 {position:absolute} in your CSS. Change your CSS to .smile {position:absolute} (a class selector) and set the class smile on img1.
var img1 =document.createElement("img");
img1.src = "smile.png";
img1.className = "smile";
img1 is not a valid CSS selector. Change it to just img or #leftSide img

Simple javascript html image game

I have a simple game where image moves randomly and score increases when user clicks on it.
The first image displays before game is started, which when clicked calls the play() function in javascript, which hides that image and displays the image that is to be used for the game.
That is where my code is stuck, it does not call the function play(). I am new to javascript and html. Any help would be great!
Here is my code
<html>
<head>
<title>Image click Game!</title>
<script>
global var score = 0;
global var left=400;
global var top = 100;
function play() {
var game = document.getElementById('game');
var firstDiv = document.getElementById('firstDiv');
var height = window.innerHeight;
var width = window.innerWidth;
firstDiv.style = 'display : none';
game.style='display : block';
setInterval("move()", 1000);
}
function move() {
var randomNumberX = Math.floor(Math.random()*11)-5;
var randomNumberY = Math.floor(Math.random()*11)-5;
left = left + randomNumberX;
top = top+randomNumberY;
var im = document.getElementById('image');
im.style.left = left;
im.style.top = top;
}
</script>
</head>
<body>
<div id ="firstDiv" style="display : block">
<img src="pics/playgame.gif" width="108" height="106" onClick = "play()"/></a>
</div>
<div id="game" style="display : none">
<p>"Score: " + score</p>
<img id="image" src="pics/gameImage.gif" onClick = "score++" style="position:absolute; left: 400; top: 100;"/></a>
</div>
</body>
</html>
There are a handful of things wrong with your code:
1) Your <img> tags are ended with a stray, unneeded </a> tag.
2) In your <img> tag, you should change to onClick = "play();"
3) I don't believe javascript supports the global keyword in that way.
4) To change CSS style, try this:
firstDiv.style.display = 'none';
game.style.display = 'block';
5) You cannot display javascript variables in this fashion: <p>"Score: " + score</p>...not to mention there is no declared variable 'score' to begin with!
Keep working at it, you only get better with practice.
Tyr this
<script>
var score = 0;
var left=400;
var top = 100;
function play() {
var game = document.getElementById('game');
var firstDiv = document.getElementById('firstDiv');
var height = window.innerHeight;
var width = window.innerWidth;
firstDiv.style.display='none';
game.style.display='block';
setInterval("move()", 1000);
}
function move() {
var randomNumberX=Math.floor(Math.random()*11)-5;
var randomNumberY=Math.floor(Math.random()*11)-5;
left= left+randomNumberX;
top = top+randomNumberY;
var im= document.getElementById('image');
im.style.left=left;
im.style.top=top;
}

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