Why does my setInterval function not work second time? (JavaScript) - javascript

I made a div and I want to make it animate in a specific direction every 1 second. In the code that I have provided there's a function called resetPosition() don't worry about that, it's from my other js file that I linked in the head section(That works perfectly). I just want to know why setInterval() doesn't work correctly?
Here's my code:-
<!DOCTYPE html>
<html>
<head>
<title>Animtion</title>
<link rel="icon" href="http://3.bp.blogspot.com/-xxHZQduhqlw/T-cCSTAyLQI/AAAAAAAAAMw/o48rpWUeg2E/s1600/html-logo.jpg" type="image/jpg">
<script src="easyJs.js"></script>
<style type="text/css">
div{height:100px; width:100px; background:cyan;}
</style>
</head>
<body onload="">
<div id="demo"></div>
</body>
<script type="text/javascript">
setInterval(function(){var x = new element('demo');
x.resetPosition('absolute', '100px', '10px');}, 1000);
</script>
</html>
Here's easyJs:-
function element(elementId){
this.myElement = document.getElementById(elementId);
this.resetColor = changeColor;
this.resetSize = changeSize;
this.resetBackground = changeBackground;
this.resetPosition = changePosition;
this.resetBorder = changeBorder;
this.resetFontFamily = changeFont;
this.resetFontSize = changeFontSize;
this.resetFontStyle = changeFontStyle;
this.resetZindex = changeZindex;
this.resetClass = changeClass;
this.resetTitle = changeTitle;
this.resetMarginTop = changeMarginTop;
this.resetMarginLeft = changeMarginLeft;
this.resetSource = changeSource;
this.resetInnerHTML = changeInnerHTML;
this.resetHref = changeHref;
this.resetTextDecoration = changeTextDecoration;
this.resetFontWeight = changeFontWeight;
this.resetCursor = changeCursor;
this.resetPadding = changePadding;
this.getValue = getTheValue;
this.getName = getTheName;
this.getHeight = getTheHeight;
}
function changeColor(color){
this.myElement.style.color = color;
}
function changeSize(height, width){
this.myElement.style.height = height;
this.myElement.style.width = width;
}
function changeBackground(color){
this.myElement.style.background = color;
}
function changePosition(pos, x, y){
this.myElement.style.position = pos;
this.myElement.style.left = x;
this.myElement.style.top = y;
}
function changeBorder(border){
this.myElement.style.border = border;
}
function changeFont(fontName){
this.myElement.style.fontFamily = fontName;
}
function changeFontSize(size){
this.myElement.style.fontSize = size;
}
function changeZindex(indexNo){
this.myElement.style.zIndex = indexNo;
}
function changeClass(newClass){
this.myElement.className = newClass;
}
function changeTitle(newTitle){
this.myElement.title = newTitle;
}
function changeMarginTop(top){
this.myElement.style.marginTop = top;
}
function changeMarginLeft(left){
this.myElement.style.marginLeft = left;
}
function changeSource(newSource){
this.myElement.src = newSource;
}
function changeHref(newHref){
this.myElement.href = newHref;
}
function changeInnerHTML(newHTML){
this.myElement.innerHTML = newHTML;
}
function changeTextDecoration(decoration){
this.myElement.style.textDecoration = decoration;
}
function changeFontWeight(weight){
this.myElement.style.fontWeight = weight;
}
function changeFontStyle(style){
this.myElement.style.fontStyle = style;
}
function changeCursor(cursor){
this.myElement.style.cursor = cursor;
}
function changePadding(padding){
this.myElement.style.padding = padding;
}
function getTheValue(){
var theValue = this.myElement.value;
return theValue;
}
function getTheName(){
var theName = this.myElement.name;
return theName;
}
function getTheHeight(){
var theHeight = this.myElement.offsetHeight;
return theHeight;
}

This might help you see what and how. (Scroll down to bottom of code):
Fiddle
// Create a new EasyJS object
var el = new element('demo');
// x and y position of element
var x = 0, y = 0;
// Interval routine
setInterval(function(){
x = x + 1; // Increment x by 1
y = y + 1; // Increment y by 1
// Move element to position xy
el.resetPosition('absolute', x + 'px', y + 'px');
// Add text inside element showing position.
el.resetInnerHTML(x + 'x' + y);
// Run five times every second
}, 1000 / 5);
Explanation of original code:
setInterval(function() {
// Here you re-declare the "x" object for each iteration.
var x = new element('demo');
// Here you move the div with id "demo" to position 100x10
x.resetPosition('absolute', '100px', '10px');
// Once every second
}, 1000);
The HTML div element demo initially has no positioning styling (CSS). As such it is rendered in the default position according to the browser defaults.
In first iteration you change the style option position to absolute. That means you can move it anywhere. Secondly you move it to offset 100x10.
On the second and every iteration after that the element has position set to absolute, and it reside at 100x10. Then you say it should be moved to 100x10 – as in same place as it is.
If you do not change either x or y position (left / top), it will stay at 100x10, no mather how many times you run the loop. Run it 100 times a second for a year and it will still be at 100x10 ;-)

Think about it. Everytime the interval runs, it creates a new instance of element "demo".
This demo variable has all the default values your elements object sets it to (if any), and runs the same function each time. That's why it only moves once.
Hoist your element higher and you won't be re-declaring each interval.
<script type="text/javascript">
var x = new element('demo');
setInterval(function(){
x.resetPosition('absolute', '100px', '10px');}, 1000);
</script>

The problem isn't in the setInterval, because a copypasta'd fiddle of the same expression worked properly, so it's probably either an issue with resetPosition or maybe easyJS, though I doubt the latter.
Also, it's unclear whether demo appears on-page, as it's not added anywhere visibly.
EDIT:
If demo is appended somewhere behind the scenes, it's still piling a new demo on that spot every second

Related

JS for -loop always use last element - scope issues

var url_array = ["ulr1", "ulr2", "ulr3", "ulr4", "ulr5"];
var img = document.createElement('img');
for (i = 0; i < url_array.length; i++){
var div = document.createElement('div');
div.setAttribute("id", "div"+i);
document.getElementById('main').appendChild(div);
document.getElementById('div'+i).style.width = ImageWidth+5+"px";
document.getElementById('div'+i).style.height = ImageHeight+5+"px";
console.log("\ncreate all the DIVs. \nFor loop count: "+i);
img.src = loadImage(url_array[i], ImageWidth, ImageHeight);
try{throw img}
catch(c_img) {
document.getElementById('div'+i).appendChild(c_img);
console.log("after load, and append, in Catch: "+img.src);
console.log("div NR = "+document.getElementById('div'+i).id);
console.log(document.getElementById('div'+i).childNodes.length);
} //catch
} // FOR
function loadImage(URL, h, w)
{
console.log("loadImage callaed with URL = "+URL);
return url = URL+Date.now().toString(10);
}
For-Loop is supposed to retrieve urls address of an images (from camera) and append them to DIV. DIV and IMGs are created on the fly. Problem is that only last DIV become image holder.
I am using catch-try to force execute code immediately so each separate Div+i will have distinctive image. Also construction like this one (immediately invoked function expression):
(function(){
something here;
})();
for creating "private" scope gives no hope. Either "Let" - which supposed to define variable locally is not helping. *My knowledge here is limited and I'm relying on data found on web site (can give link later if it is not against rules).
Output of console.log() is not helping much.
Everything goes as it should, except for the childNodes.length which is 1 for each for-loop iteration - that means each DIV have its IMG child I guess... If so - why I can't see them?
I feel I am close to what I want to achieve - using Intervals() refresh each DIV with new camera snapshot, but I need to solve this current issue.
Example of code ready to use:
js.js:
var url_array = [
"https://images.pexels.com/photos/104827/cat-pet-animal-domestic-104827.jpeg",
"https://images.pexels.com/photos/45201/kitty-cat-kitten-pet-45201.jpeg",
"https://images.pexels.com/photos/617278/pexels-photo-617278.jpeg"
];
var ImageWidth = 640;
var ImageHeight = 480;
var img = document.createElement('img');
for (i = 0; i < url_array.length; i++){
var div = document.createElement('div');//.setAttribute("id", "div0");
div.setAttribute("id", "div"+i);
document.getElementById('main').appendChild(div);
document.getElementById('div'+i).style.width = ImageWidth+5+"px";
document.getElementById('div'+i).style.height = ImageHeight+5+"px";
var color = ((Math.floor(Math.random() * (16777215)) + 1).toString(16)); // from 1 to (256^3) -> converted to HEX
document.getElementById('div'+i).style.background = "#"+color;
document.getElementById('div'+i).style.width = ImageWidth+5+"px";
document.getElementById('div'+i).style.height = ImageHeight+5+"px";
console.log("\ncreate all the DIVs. \nFor loop count: "+i);
img.src = loadImage(url_array[i], ImageWidth, ImageHeight);
try{throw img}
catch(c_img) {
document.getElementById('div'+i).appendChild(c_img);
console.log("after load, and append, in Catch: "+img.src);
console.log("div NR = "+document.getElementById('div'+i).id);
console.log(document.getElementById('div'+i).childNodes.length);
} // catch
} // FOR
function loadImage(URL, h, w)
{
console.log("loadImage callaed with URL = "+URL);
return url = URL+"?auto=compress&h="+h+"&w="+w;
}
HTML:
<html>
<head>
<meta charset="utf-8">
<STYLE>
div#main {
padding: 5px;
background: black;
}
</STYLE>
</head>
<body>
<script type="text/javascript">
function downloadJSAtOnload() {
var element = document.createElement("script");
element.src = "js.js";
document.body.appendChild(element);
}
if (window.addEventListener)
window.addEventListener("load", downloadJSAtOnload, false);
else if (window.attachEvent)
window.attachEvent("onload", downloadJSAtOnload);
else window.onload = downloadJSAtOnload;
</script>
<div id="main"></div>
</body>
</html>
The problem is that your
var img = document.createElement('img');
is outside the loop - you're only ever creating one img. When appendChild is called on an element that already exists in the DOM (such as on the second, third, fourth, etc iteration), the element gets removed from its previous location and inserted into the new location.
Create the image inside the loop instead, and try not to implicitly create global variables - when declaring new variables, always use let or const.
Also, when you do
var div = document.createElement('div');
you have a reference to the div you just created - there's no need to assign an id to it in order to select it with
document.getElementById('div'+i)
in below lines in the same scope. Instead, just keep referencing the div:
const ImageWidth = 200;
const ImageHeight = 200;
const main = document.getElementById('main');
var url_array = ["ulr1", "ulr2", "ulr3", "ulr4", "ulr5"];
for (let i = 0; i < url_array.length; i++){
const img = document.createElement('img');
const div = document.createElement('div');
main.appendChild(div);
div.style.width = ImageWidth+5+"px";
div.style.height = ImageHeight+5+"px";
img.src = loadImage(url_array[i], ImageWidth, ImageHeight);
div.appendChild(img);
}
console.log(main.innerHTML);
function loadImage(URL, h, w) {
return URL+Date.now().toString(10);
}
div#main {
padding: 5px;
background: black;
}
<div id="main">
</div>

How to overcome this onclick event failure in JS?

I'm making a simple game. There screen is divided on two and on both sides there are smiling faces generated. Left side, however, contains one more smiling face. After clicking on it, you should get to the next level, where there's 5 more smiling faces on each side. The goal is to find the odd smiling face on the left side each time.
I have this problem, though: Uncaught TypeError: Cannot set property 'onclick' of null
It appears that it's related to this line: theLeftSide.lastChild.onclick = function nextLevel(event){
What's the problem? Here's the rest of my JS part of code.
var numberOfFaces = 5;
var theLeftSide = document.getElementById("leftSide");
var theRightSide = document.getElementById("rightSide");
var theBody = document.getElementsByTagName("body")[0];
function generateFaces(){
var i = 0;
while(i < numberOfFaces){
var top = Math.random() * 400;
top = Math.floor(top);
var left = Math.random() * 400;
left = Math.floor(left);
var face = document.createElement("img");
face.setAttribute("src", "http://home.cse.ust.hk/~rossiter/mooc/matching_game/smile.png");
face.style.top = top + "px";
face.style.left = left + "px";
theLeftSide.appendChild(face);
i++;
}
leftSideImages = theLeftSide.cloneNode(true);
leftSideImages.removeChild(leftSideImages.lastChild);
theRightSide.appendChild(leftSideImages);
};
theLeftSide.lastChild.onclick = function nextLevel(event){
event.stopPropagation();
while (theLeftSide.firstChild){
theLeftSide.removeChild(theLeftSide.firstChild);
}
while (theRightSide.firstChild){
theRightSide.removeChild(theRightSide.firstChild);
}
numberOfFaces += 5;
generateFaces();
};
theBody.onclick = function gameOver(){
alert("Game Over!");
theBody.onclick = null;
theLeftSide.lastChild.onclick = null;
};
I'd be very grateful for your help. Thank you.
Last child returns null if the DOM element has no children. Check to make sure that the "#leftSide" DOM element has a child.
From Mozilla Developer Network:
The Node.lastChild read-only property returns the last child of the node. If its parent is an element, then the child is generally an element node, a text node, or a comment node. It returns null if there are no child elements.

Stopping setTimeout loop

I have this function to create an animation of dropping box:
function dropBox(y, width, height) {
var img_box = new Image();
img_box.src = 'images/gift_box_small.png';
var box_y_pos = y;
if(y==0)
box_y_pos = y-img_box.naturalHeight;
img_box.onload = function(){
ctx_overlay.save();
ctx_overlay.clearRect(0,0,width,height);
ctx_overlay.drawImage(img_box, (width/2)-(img_box.naturalWidth/2), box_y_pos);
ctx_overlay.restore();
}
box_y_pos += 3;
var loopTimer = setTimeout(function() {dropBox(box_y_pos, width, height)},24);
}
I want to stop the animation when the box reaches a certain Y position and call for other function. I can't have a code to check for Y position before the setTimeout declaration, since it hasn't been declared yet, and I can't have it after, since it'll be unreachable. So how can it be done?
Simply pass pass extra variable of the stop_y position to your function. And call setTimeout() only if box did not reach yet this position:
function dropBox(y, width, height, stop_y) {
var img_box = new Image();
img_box.src = 'http://corkeynet.com/test/images/gift_box_small.png';
var box_y_pos = y;
if(y==0)
box_y_pos = y-img_box.naturalHeight;
img_box.onload = function(){
ctx_overlay.save();
ctx_overlay.clearRect(0,0,width,height);
ctx_overlay.drawImage(img_box, (width/2)-(img_box.naturalWidth/2), box_y_pos);
ctx_overlay.restore();
}
box_y_pos += 3;
if (box_y_pos < stop_y) {
var loopTimer = setTimeout(function() {dropBox(box_y_pos, width, height, stop_y)},24);
}
}
Edited your code here: http://jsfiddle.net/93jwqf2j/

Javascript: move new element after createElement

I have created a zombie img in my banner div but I can't get the img to move to the left after it has been created.
createZombie function is on a timer:
createZombieTimer = window.setInterval(createZombie, 1000);
That is in an init() that loads with the body.
function createZombie(){
var imgElem = document.createElement("img");
imgElem.src = "img/zombie_walk_right.gif";
var newZom = document.getElementById('banner').appendChild(imgElem);
newZom.style.height = "40px";
newZom.style.width = "auto";
newZom.style.display = "block";
newZom.style.marginLeft = "50px";
var zomPos = parseInt(newZom.style.marginLeft);
if (zomPos > 0) {
newZom.style.marginLeft = (zomPos + 50) + "px";
}
}
Since it's clear from the comments now what you want to do, I'll post it here as the answer.
You can do this with plain javascript as well. What you will have to do, is use setInterval(). This will execute a function every second, in which you can update the position of the elements.
Example:
// Function to move the zombie by 50 pixels
function moveZombie()
{
// Select the zombie element (will need additional logic to select all of them, just an example)
zomElement = document.getElementById('zombie1');
zomPos = parseInt(zomElement.style.marginLeft);
zomElement.style.marginLeft = (zomPos + 50) + 'px';
}
// Call this function every second
setInterval(moveZombie(), 1000);

Making a 'div' go in a circle

I am working on a bit of code to have a dot circle around your cursor on a webpage, but I am having trouble getting the 'div' to follow the path I want; in fact, the object is not moving at all and I cannot figure out why my code does not work. Here is the code that is causing me trouble from what I've narrowed down:
<!DOCTYPE HTML>
<head>
<title>TEST SPACE</title>
<script src="jquery-1.10.2.min.js"></script>
</head>
<body>
<div id="test"></div>
<style>
#test {
background-color: black;
height: 10px;
width: 10px;
border-radius: 100%;
position: absolute;
top: 50%;
left: 50%;
}
</style>
<script>
const omega = Math.PI / 2000;
function dotRotation() {
var time = 0;
var x = 20*(Math.sin(omega*time));
var y = 20*(Math.cos(omega*time));
document.getElementById("test").style.marginLeft = x;
document.getElementById("test").style.marginTop = y;
time += 25;
};
$(document).ready(function() {
setInterval('dotRotation()',25);
});
</script>
</body>
JSFiddle
Two things are wrong
You need to move your time variable outside of the function
You need to give a unit to the value you pass to the margins so add +'px' after the variables .marginTop = y + 'px';
So altogether
const omega = Math.PI / 2000;
var time = 0;
function dotRotation() {
var x = 20*(Math.sin(omega*time));
var y = 20*(Math.cos(omega*time));
var style = document.getElementById("test").style;
style.marginLeft = x +'px';
style.marginTop = y +'px';
time += 25;
};
Demo at http://jsfiddle.net/mWC63/
Also you can cache references to the dom to avoid the searching
Your fiddle is set to run onload, it should be set up to run in the head. [drop down on left under jQuery selection.]
time is declared inside of the function so it is reset back to zero every single time it is called. Move it outside of dotRotation
var time = 0;
function dotRotation() {
var x = 20*(Math.sin(omega*time));
var y = 20*(Math.cos(omega*time));
$("#test").css({"marginLeft" : x + "px", "marginTop" : y + "px"});
time += 25;
};
$(function() {
setInterval(dotRotation,25);
});

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