Creating Circles(div) and appending it to div#canvas - javascript

I am trying to create new circles as my pen hovers on window.
I am having issues where I cannot add circles to the page. It just hovers around. How would i be able to modify my code to add circles as it hovers.
<!doctype html>
<html>
<head>
<title> JavaScript Environment: Project </title>
<meta charset="utf-8">
<style>
html, body {
width: 100%;
height: 100%;
margin: 0px;
padding: 0px;
}
#canvas {
background-color: yellow;
width: 100%;
height: 100%;
}
.pen {
position: absolute;
background-color: lightblue;
width: 10px;
height: 10px;
border-radius: 5px;
}
</style>
<script>
window.onload = function() {
function Circle(x, y) {
this.x = x;
this.y = y;
}
var canvas = document.getElementById("canvas");
canvas.onmousedown = function() {
mouseDown();
};
canvas.onmouseup = function() {
mouseUp()
};
canvas.onmousemove = function() {
mouseMove(event)
};
function mouseDown (){
console.log ("mouse down");
}
function mouseUp (){
console.log ("mouse up");
}
function mouseMove(e) {
var canvas = document.getElementById("canvas");
var pen = document.createElement("div");
var x = e.clientX;
var y = e.clientY;
var coor = "Coordinates: (" + x + "," + y + ")";
pen.setAttribute("class", "pen");
pen.style.left = x + "px";
pen.style.top = y + "px";
document.getElementById("canvas").innerHTML = coor;
canvas.appendChild(pen);
addCircles(x, y);
console.log("location # " + x + " : " + y);
}
function addCircles(x, y) {
var canvas = document.getElementById("canvas");
var circle = document.createElement("div");
circle.setAttribute("class", "pen");
circle.style.left = x + "px";
circle.style.top = y + "px";
canvas.appendChild(circle);
}
canvas.addEventListener("mouseMove", mouseMove, false);
};
</script>
</head>
<body>
<div id="canvas"></div>
</body>
</html>

The problem is in the line document.getElementById("canvas").innerHTML = coor;
Try adding a span <span id="canvasText"></span> inside of your canvas div and then changing the above line to document.getElementById("canvasText").innerHTML = coor;.
As it stands, you "reset" the contents of the canvas every time the mouse moves, so the circles are instantly removed from it. Reset only the span inside the canvas to keep the circles around.

Related

How to use vanilla script to bounce elements from each other

I've tried adding the top and left changes, and margin (with different positioning changes too) changes to each element if one approaches another but only the margin change works once. Is there a way to make them work more consistently?
This is where I've used a function to add the event listeners:
var three = document.getElementById('three');
var test = document.getElementById('test');
var two = document.getElementById('two');
var obj = null;
function testmovea(object, event) {
obj = document.getElementById(object.id);
document.addEventListener("mousemove", move);
}
function move(event) {
obj.innerText = event.clientX + ' ' + event.clientY;
obj.style.position = 'absolute';
obj.style.left = event.clientX + "px";
obj.style.top = event.clientY + "px";
three.addEventListener('mouseover', borders);
three.addEventListener('mouseleave', bordersOff);
two.addEventListener('mouseenter', bTwo);
test.addEventListener('mouseenter', bTest);
two.addEventListener('mouseleave', bTwoReset);
test.addEventListener('mouseleave', bTestReset);
document.addEventListener("mouseup", stopMove);
}
function bTwo() {
two.style.margin = "10%";
}
function bTwoReset() {
two.style.margin = "0%";
}
function bTest() {
test.style.margin = "10%";
}
function bTestReset() {
test.style.margin = "0%"
}
This is the mouse stop event I use:
function stopMove() {
document.removeEventListener('mousemove', move);
test.removeEventListener('mouseover', bTest);
two.removeEventListener('mouseover', bTwo);
test.removeEventListener('mouseleave', bTestReset);
two.removeEventListener('mouseleave', bTwoReset);
}
the testmovea function relies on a onmousedown property defined for a DOM element of the page
Update:
I've managed to get it to partially work:
function collide(el1, el2) {
if(twoBoundX >= threeBoundY || threeBoundY >= twoBoundX) {
two.style.margin = + event.clientX + "px";
two.style.margin = + event.clientY + "px";
}
}
where twoBoundX and threeBoundY are getBoundingClientRect() of the respective elements
Here's the full code snippet:
<html>
<head>
<style type="text/css">
#two {
border: 1px solid black;
padding: 1%;
margin: 1%;
margin-top: 10%;
width: 10%;
}
#three {
border: 1px solid black;
padding: 1%;
margin-top: 2%;
}
</style>
</head>
<body>
<div id="two" onmousedown="testmovea(this, event)" onclick="currentTwoPos()">
stop movement
</div>
<div id="three" onmousedown="testmovea(this)">Expand div</div>
<div style="height: 30%" id="two" contenteditable="true">
some contenteditable</div>
</body>
<script>
var three = document.getElementById('three');
var two = document.getElementById('two');
const twoBound = two.getBoundingClientRect();
const threeBound = three.getBoundingClientRect();
var threeBoundX = threeBound.x;
var threeBoundY = threeBound.y;
var twoBoundX = twoBound.x;
var twoBoundY = twoBound.y;
var twoBoundBottom = null;
var twoBoundTop = null;
var obj = null;
function collide(el1, el2) {
if(twoBoundX >= threeBoundY || threeBoundY >= twoBoundX) {
two.style.left = event.clientX + "px";
two.style.top = event.clientY + "px";
three.style.left = event.clientX + "px";
three.style.top = event.clientY + "px";
}
}
function testmovea(object, event) {
obj = document.getElementById(object.id);
document.addEventListener("mousemove", move);
}
function move(event) {
obj.innerText = event.clientX + ' ' + event.clientY;
obj.style.position = 'absolute';
obj.style.left = event.clientX + "px";
obj.style.top = event.clientY + "px";
two.addEventListener('mouseover', collide);
three.addEventListener('mouseover', collide);
document.addEventListener("mouseup", stopMove);
}
function stopMove() {
mousemove = false;
document.removeEventListener('mousemove', move);
three.removeEventListener('mouseover', collide);
two.removeEventListener('mouseover', collide);
}
</script>
</html>
collision detection
You need to define a function that checks whether two of your shapes collide. If you only have rectangles whose vertex are parallel with the OX and OY vertexes, it would look like this:
function areColliding(r1, r2) {
return !(
(r1.x > r2.x + r2.w) ||
(r1.x + r1.w < r2.x) ||
(r1.y > r2.y + r2.h) ||
(r1.y + r1.h < r2.y)
);
}
Of course, if some rotation or even other shapes are involved into your problem, then you need to extend/adjust the collision detector accordingly.
a shared function
You need to create a function that would receive the current status of the elements and the move that happens. It would look like this:
function handleMove(currentPositions, proposedPositions) {
while (!validPositions(proposedPositions)) {
proposedPositions = generateNewPositions(currentPositions, handleCollisions(proposedPositions));
}
refreshUI(proposedPositions);
}
currentPositions is the set of positions your elements currently have
proposedPositions is the set of positions your elements are going to have if there are no collisions
validPositions checks for any pair of shapes that would collide and returns true if none of those pair collide and false if at least one such pair collides
proposedPositions is being refreshed while there are still collisions
generateNewPositions is your handler for collision-based changes
handleCollisions effectuates changes to avoid collision
refreshUI refreshes the UI
event handling
your mouse events should handle change updates by loading all the positions of your elements and calling this shared functionality.
Note: If you have further problems, then you might need to create a reproducible example so we could see your exact structure, styling and code as well.
<html>
<head>
<style type="text/css">
#two {
border: 1px solid black;
width: 10%;
padding: 1%;
margin: 1%;
margin-top: 10%;
}
#three {
border: 1px solid black;
padding: 1%;
margin-top: 2%;
}
</style>
</head>
<body>
<div id="two" onmousedown="testmovea(this, event)" style="position: relative;">
stop movement
</div>
<div id="three" onmousedown="testmovea(this)" style="position: relative;">Expand div</div>
<!--<div style="height: 30%; position: relative;" id="two" contenteditable="true">
some contenteditable</div>-->
</body>
<script>
var three = document.getElementById('three');
var two = document.getElementById('two');
let moveStarted = false;
function collide() {
const first = two.getBoundingClientRect();
const second = three.getBoundingClientRect();
if (!(
(first.x + first.width < second.x) ||
(second.x + second.width < first.x) ||
(first.y + first.height < second.y) ||
(second.y + second.height < first.y)
)) {
two.style.left = event.clientX + "px";
two.style.top = event.clientY + "px";
three.style.left = event.clientX + "px";
three.style.top = event.clientY + "px";
}
}
function testmovea(object, event) {
obj = document.getElementById(object.id);
if (!moveStarted) {
document.addEventListener("mousemove", move);
moveStarted = true;
}
}
function move(event) {
//obj.innerText = event.clientX + ' ' + event.clientY;
obj.style.left = event.clientX + "px";
obj.style.top = event.clientY + "px";
if (!obj.classList.contains("dragged")) obj.classList.add("dragged");
collide(obj);
}
function stopMove() {
mousemove = false;
if (moveStarted) {
document.removeEventListener('mousemove', move);
moveStarted = false;
}
}
document.addEventListener("mouseup", stopMove);
</script>
</html>

How to make the point to be spawned have the same coordinates to the "left" or "top" as the previous point

I need to make it so that it is possible to connect the dice only with straight lines. But to do this, I need each subsequent dice to have a common "top" or "left" coordinate with the previous dice and at the same time a partial random is preserved.
Here is an example:
Here is my code:
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Игральные кости</title>
<script src="https://code.jquery.com/jquery-3.6.0.min.js"></script>
<link rel="stylesheet" type="text/css" href="./style.css">
<link rel="icon" type="image/png" href="./dice.png">
</head>
<body>
<div id="main-container">
<div id="square-container">
</div>
<canvas id="overlay"></canvas>
</div>
</body>
<script src="./script.js"></script>
</html>
html,
body {
margin: 0;
padding: 0;
}
#main-container {
width: 100%;
margin: 10px
}
#square-container {
width: 700px;
height: 600px;
position: absolute;
margin-left: auto;
margin-right: auto;
left: 0;
right: 0;
background: #dddddd;
border: 5px solid #6b6b6b;
border-radius: 5px;
z-index: 1;
}
#overlay {
width: 100%;
height: 100%;
pointer-events: none;
z-index: 9999;
position: absolute;
top: 0;
left: 0;
}
.js-is-target {
position: absolute;
width: 56px;
height: 56px;
/*background: blue;*/
border-radius: 30px;
}
.square {
top: 13px;
left: 13px;
position: relative;
width: 30px;
height: 30px;
background: red;
background-size: contain;
border-radius: 5px;
z-index: 10;
}
.active-target {
box-shadow: 0 0 0 2px rgba(255, 0, 0, 0.5);
}
//links to images of dice
var imgArr = [
'./dotsOnDice/dice1.jpg',
'./dotsOnDice/dice2.jpg',
'./dotsOnDice/dice3.jpg',
'./dotsOnDice/dice4.jpg',
'./dotsOnDice/dice5.jpg',
'./dotsOnDice/dice6.jpg'
]
//random number from 3 to 6
var randomAmount = Math.floor(Math.random() * (6 - 3 + 1)) + 3;
//limit for recursion
var limitDice = 0;
function addDice() {
// if the limit is equal to a random number, the recursion function is interrupted
if (limitDice === randomAmount) {
return
}
//random number from 2 to 5
let randomAmountImg = Math.floor(Math.random() * (5 - 2 + 1)) + 2;
//random numbers for dice coordinates
let position = {
top: Math.random() * 520,
left: Math.random() * 600
}
//saved previous coordinates for comparison
let positionAfter = {
top: 0,
left: 0
}
//creating an id that we press later
let idSquare = 'idSquare-' + limitDice;
//subtract the previous coordinates from the current coordinates
let top = position.top - positionAfter.top;
let left = position.left - positionAfter.left;
//we compare the positions of the previous coordinates to avoid a large number of overlaps
if (top > 50 || left > 50) {
positionAfter.top = position.top;
positionAfter.left = position.left;
//adding dice to the playing field
let square = $('<div class="js-is-target"><div id="' + idSquare + '" class="square"></div></div>');
square.appendTo('#square-container').css({ left: position.left + 'px', top: position.top + 'px' });
if (limitDice === 0) {
$('#idSquare-0').css('background-image', 'url(' + imgArr[randomAmountImg] + ')');
} else if (limitDice === 1) {
$('#idSquare-1').css('background-image', 'url(' + imgArr[randomAmountImg] + ')');
} else if (limitDice === 2) {
$('#idSquare-2').css('background-image', 'url(' + imgArr[randomAmountImg] + ')');
} else if (limitDice === 3) {
$('#idSquare-3').css('background-image', 'url(' + imgArr[randomAmountImg] + ')');
} else if (limitDice === 4) {
$('#idSquare-4').css('background-image', 'url(' + imgArr[randomAmountImg] + ')');
} else if (limitDice === 5) {
$('#idSquare-5').css('background-image', 'url(' + imgArr[randomAmountImg] + ')');
}
limitDice += 1;
}
addDice();
}
addDice();
//here we store the canvas field
const canvas = document.getElementById('overlay');
//here we set the format in 2D for canvas
const ctx = canvas.getContext('2d');
//here we store the width and height of the canvas field. We set the height and width in HTML
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
//in the variable we store the element that we clicked on
let targetEl = null;
//in the variable we store the coordinates of the center of the element we clicked on
let targetCenter = null;
//we check whether you clicked on the mouse or not
var down = false;
//coordinates of the pressed cursor mouseCoords
var mouseCoords = {
x: 0,
y: 0
}
//coordinates of the starting point
var centerCoords = {
x: 760,
y: 280
}
//в этой функции мы вычисляем где центр у прямоугольника
function getCenter(el) {
//if not true, the function terminates and returns null
if (!el) return null;
//we save the coordinates in the rect constant using the getBoundingClientRect method
const rect = el.getBoundingClientRect();
//returning the x and y coordinates. Here we calculate the center of the rectangle
return {
x: rect.left + rect.width / 2 + window.scrollX,
y: rect.top + rect.height / 2 + window.scrollY,
}
}
//connection points
function joinPoints(ctx, from, to) {
//dotted line size
const dashSize = 10;
//draw a dotted line and write the size in the arguments
ctx.setLineDash([dashSize]);
//setting the gradient
var stroke = ctx.createLinearGradient(from.x, from.y, to.x, to.y);
//setting the color and position
stroke.addColorStop(0, 'blue');
stroke.addColorStop(1, 'red');
//passing the colors to the strokeStyle property to set the color
ctx.strokeStyle = stroke;
//line thickness
ctx.lineWidth = 5;
//draw a contour (line)
ctx.beginPath();
//moves the contour point to the specified coordinates without drawing a line. Starting point
ctx.moveTo(from.x, from.y);
//adds a new contour point and creates a line to this point from the last specified point. End point
ctx.lineTo(to.x, to.y);
//draw a line
ctx.stroke();
}
//when you click the mouse
$(document).mousedown(function (e) {
down = true;
mouseCoords.x = e.pageX;
mouseCoords.y = e.pageY;
});
//when moving the mouse
$(document).mousemove(function (event) {
if (down) {
mouseCoords.x = event.pageX;
mouseCoords.y = event.pageY;
console.log(mouseCoords.x + ' ' + mouseCoords.y);
}
});
//when we release the mouse button
$(document).mouseup(function (e) {
down = false;
});
$(".js-is-target").hover(function (e) {
if (down) {
down = false;
//we transmit data about which js-is-target we clicked on
targetEl = e.target;
//we write down where the center of the object we clicked on is. We calculate using the getCenter() function
targetCenter = getCenter(targetEl);
//changing the coordinates of the starting point
centerCoords.x = targetCenter.x;
centerCoords.y = targetCenter.y;
}
});
//first we count, then we draw a line from ctx.lineTo to ctx.moveTo
function drwaDot() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.lineWidth = 2;
ctx.strokeStyle = 'red';
ctx.moveTo(mouseCoords.x, mouseCoords.y);
ctx.lineTo(centerCoords.x, centerCoords.y);
ctx.stroke();
};
//the drawing interval of our line
var intervalId = setInterval(function () {
if (down) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
joinPoints(ctx, { x: centerCoords.x, y: centerCoords.y }, mouseCoords);
} else {
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
}, 10);
jsfiddle link
under the comment "//we compare the positions of the previous coordinates to avoid a large number of overlaps" changed the condition:
if(top < 10 || left < 10){
dice spawn code
}
That's what came out of it:

How to prevent an element from moving diagonally

The element moves all the directions (top, right, bottom, left) including diagonally. I do not want it to move diagonally.
HTML
<body onload="move('theDiv')">
<div class="container">
<div id="theDiv" class="theDiv"></div>
</div>
</body>
Javascript
var dragValue;
function move(id) {
var element = document.getElementById("theDiv");
element.style.position = "sticky";
element.onmousedown = function() {
dragValue = element;
};
}
document.onmouseup = function(e) {
dragValue = null;
};
document.onmousemove = function(e) {
var x = e.pageX,
y = e.pageY;
dragValue.style.transform = "transltex(" + x + "px)";
dragValue.style.transform = "transltey(" + y + "px)";
};
Use lastPoint.
1. When the value of x in the current position is not equal to the value of x in the old position, that is, moving in the direction of the x-axis.
2. When the value of y of the current position is not equal to the value of y of the old position, it means moving in the direction of the y-axis.
<!DOCTYPE html>
<html>
<head>
<title>Page Title</title>
<style>
.theDiv {
background-color: blue;
height: 100px;
width: 150px;
position: fixed;
top: 0;
left: 0;
}
</style>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
</head>
<body onload="move('theDiv')">
<div id="theDiv" class="theDiv"></div>
<script>
var dragValue;
var lastPoint;
function move(id) {
var element = document.getElementById("theDiv");
element.onmousedown = function(e) {
dragValue = element;
lastPoint = e;
lastPoint.pageX = lastPoint.pageX - ($('#theDiv').width() / 2);
lastPoint.pageY = lastPoint.pageY - ($('#theDiv').height() / 2);
};
}
document.onmouseup = function(e) {
dragValue = null;
lastPoint = null;
};
document.onmousemove = function(e) {
if (dragValue != null) {
var x = e.pageX - ($('#theDiv').width() / 2),
y = e.pageY - ($('#theDiv').height() / 2);
if (lastPoint.pageX == e.pageX)
dragValue.style.top = y + "px";
else
dragValue.style.left = x + "px";
lastPoint = e;
}
};
</script>
</body>
</html>
I had to change your code a bit to be able to run it. You can easily use this code or use it with your own code

update .style attributes with setInterval

I'm trying to move the position of a div element at set intervals however the setInterval method executes once and then stops. setInterval() doesn't update .style.transform repeatedly every 200 milliseconds as intended.
<!DOCTYPE html>
<html>
<head>
<title>Snake game</title>
<style type="text/css">
.container {
width: 500px;
height: 500px;
border: 2px solid black;
}
#snakehead {
width: 5px;
height: 5px;
background: pink;
position: relative;
left: 0px;
}
</style>
<script type="text/javascript" src="snake.js"></script>
</head>
<body>
<div class="container">
<div id="snakehead"></div>
</div>
</body>
</html>
Javascript: Ideally I'd also like to be able to move the snakehead in any direction with vx and vy. Anyway to put those values into .style.transform = translateX()?
function snakepos() {
var x = 0;
var y = 0;
var vx = 1;
var vy = 0;
return {
move: function() {
x += vx;
y += vy;
var snakehead = document.querySelector("#snakehead");
snakedhead.style.left = "5px";
}
};
}
window.onload = function() {
console.log("hi");
var container = document.querySelector(".container");
var snake = snakepos();
setInterval(function() {
snake.move();
}, 200);
}
I know this can be done much easier in jQuery with .css but I'd to how this can be done in vanilla javascript. Thank you in advance.
snakehead.style.left = (snakedhead.style.left + "5px");
or
snakehead.style.left = (snakedhead.style.left - "5px");
I'd recommend something in a style a bit more familiar to me:
function snakepos() {
this.x = 0;
this.y = 0;
this.vx = 1;
this.vy = 1;
this.snakehead = document.querySelector("#snakehead");
var me = this;
this.move = function() {
me.x += me.vx;
me.y += me.vy;
me.snakehead.style.top = me.y + "px";
me.snakehead.style.left = me.x + "px";
};
return this;
}
console.log("hi");
var container = document.querySelector(".container");
var snake = new snakepos();
setInterval(function() {
snake.move();
}, 200);
See fiddle: https://jsfiddle.net/theredhead/td8opb0b/1/

How to transfer events into the canvas { pointer-events : none }; (!in KonvaJS)

The essence of the title is described and presented in my example.
My task is to make the pseudo shape. You need to hover on the canvas element (triangle), canvas accepted property {pointer-events:all}, and the care with this element {pointer-events:none}. How this can be done using the framework konvajs.
/*NON GIST*/
var stage=new Konva.Stage({container:'container',width:300,height:300})
,layer=new Konva.Layer()
,triangle=new Konva.RegularPolygon({x:80,y:120,sides:3,radius:80,fill:'#00D2FF',stroke:'black',strokeWidth:4})
,text=new Konva.Text({x:10,y:10,fontFamily:'Calibri',fontSize:24,text:'',fill:'black'});
function writeMessage(message){text.setText(message);layer.draw();}
/*GIST*/
triangle.on('mouseout', function() {
$('#container').css('pointer-events',/*!*/'none');
writeMessage('Mouseout triangle');
});
/*! How do I know if the events are not tracked on the canvas?*/
triangle.on('mousemove', function() {
$('#container').css('pointer-events',/*!*/'all');
var mousePos = stage.getPointerPosition();
var x = mousePos.x - 190;
var y = mousePos.y - 40;
writeMessage('x: ' + x + ', y: ' + y);
});
/*/GIST/*/
layer.add(triangle);
layer.add(text);
stage.add(layer);
body{
margin: 0;
padding: 0;
overflow: hidden;
background-color: #F0F0F0;}
#container{
position:absolute;
z-index:1;
}
.lower-dom-element{
position:absolute;
z-index:0;
padding:20px;
background:#0e0;
top: 90px;
left: 0px;}
<script src="https://cdn.rawgit.com/konvajs/konva/0.9.0/konva.min.js"></script>
<script src="http://code.jquery.com/jquery-2.1.4.min.js"></script>
<div id="container"></div>
<div class="lower-dom-element">
If the POINTER-EVENTS on me, then canvas POINTER-EVENTS:NONE, and vice versa.
If the events are not on the triangle, then the event with me.
</div>
PS: sorry for my english.
var $con = $('#container');
$(document.body).mousemove(function(event) {
var x = event.clientX, y = event.clientY;
var offset = $con.offset();
// manually check intersection
if (layer.getIntersection({x: x - offset.left, y: y - offset.top})){
$con.css('pointer-events',/*!*/'all');
} else {
$con.css('pointer-events',/*!*/'none');
}
});
Demo: http://jsfiddle.net/vfp22dye/3/

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