I trying to make what appears to the user to be an image fader. A string of images fade into each other. All the solutions that I found were complex, and normally required an for every image. I've come up with what should be a simple solution. It's working 90% on Firefox/Chrome/IE11 on Windows. On Android Chrome it's having issues.
Basically my idea is, I have two divs, absolutely positioned, one on top of the other. Both start with a background, sized to cover. The top one fades out, revealing the bottom one, and at the end of the animation, the background-image of the top one (current hidden) is changed to image 3. After a pause, it fades back in, and the background-image of the bottom one is changed to image 4. This repeats indefinitely.
HTML:
<div class="slideshow" id="slideshow-top"></div>
<div class="slideshow" id="slideshow-bottom"></div>
CSS:
.slideshow {
display:block;
background-size:cover;
width: 100%;
height: 100%;
position:absolute;
top:0;
left:0;
}
#slideshow-top {
z-index:-5;
background-image:url(http://www.andymercer.net/wp-content/uploads/2013/12/slider-1.jpg);
}
#slideshow-bottom {
z-index:-10;
background-image:url(http://www.andymercer.net/wp-content/uploads/2013/12/slider-2.jpg);
}
Javascript:
var url_array = [
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-1.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-2.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-3.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-4.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-5.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-6.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-7.jpg',
'http://www.walldoze.com/images/full/2013/12/04/wallpapers-desktop-winter-nature-x-wallpaper-backgrounds-natureabstract-designs-interesting-hd-19045.jpg'
];
var count = 1;
setInterval(function() {
if (count%2) { // Fade In
jQuery('#slideshow-top').animate({opacity:0}, '200000', function() {
jQuery('#slideshow-top').css('background-image','url('+url_array[count]+')');
});
}
else { //Fade Out
jQuery('#slideshow-top').animate({opacity:1}, '200', function() {
jQuery('#slideshow-bottom').css('background-image','url('+url_array[count]+')');
});
}
count = (count == url_array.length-1 ? 0 : count + 1);
}, 2000);
http://jsfiddle.net/5eXy9/
As seen in the Fiddle above, this mostly works. However, it seems to ignore the length of the animation. Using .fadeOut has the same effect. I've tried going from 200 to 20000, and there doesn't seem to be a difference.
I'm not sure if this is tied into the other issue, which is that on Android (Galaxy S4, Chrome, Android 4.x), the animation doesn't occur at all. It simply changes images. Any ideas?
EDIT: Jan 10 - Timing problem is fixed, but the main issue (Android) is still unsolved. Any thoughts?
The interval keeps going, so when increasing the animation speed, you have increase the interval speed as well.
The way you've built this, you should always keep the speed of both animations equal to the interval, or if you need a delay, increase the interval compared to the animations so it at least has a higher number than the highest number used in the animations.
The reason changing the speed doesn't work at all for you, is because it should be integers, not strings, so you have to do
jQuery('#slideshow-top').animate({opacity:0}, 200000, function() {...
// ^^ no quotes
I would do something like this
var url_array = [
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-1.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-2.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-3.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-4.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-5.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-6.jpg',
'http://www.andymercer.net/wp-content/uploads/2013/12/slider-7.jpg',
'http://www.walldoze.com/images/full/2013/12/04/wallpapers-desktop-winter-nature-x-wallpaper-backgrounds-natureabstract-designs-interesting-hd-19045.jpg'];
var count = 1;
var speed = 2000,
delay = 1000;
$.each(url_array, function(source) { // preload
var img = new Image();
img.src = source;
});
setInterval(function () {
if (count % 2) { // Fade In
jQuery('#slideshow-top').animate({
opacity: 0
}, speed, function () {
jQuery('#slideshow-top').css('background-image', 'url(' + url_array[count] + ')');
});
} else { //Fade Out
jQuery('#slideshow-top').animate({
opacity: 1
}, speed, function () {
jQuery('#slideshow-bottom').css('background-image', 'url(' + url_array[count] + ')');
});
}
count = (count == url_array.length - 1 ? 0 : count + 1);
}, speed + delay);
FIDDLE
Related
I'm developing a game engine in HTML5. Characters are div elements using an animated sprite for background. As sprite animation have fluid parameters and must be set by code, they can't be predefined in a static CSS definition, thus I use element.animate to set sprite animations to a given row at a given speed knowing my scales and frame counts.
// Applies the given frame and animation to the sprite
// Frame is an angle, clockwise direction: 0 = up, 1 = right, 2 = down, 3 = left
set_animation(frame, duration) {
const scale_x = this.settings.sprite.scale_x * this.settings.sprite.frames_x;
const pos_y = this.settings.sprite.scale_y * -frame;
// Cancel the existing animation
if(this.data_actors_self.anim) {
this.data_actors_self.anim.cancel();
this.data_actors_self.anim = null;
}
// Play the animation for this row or show the first frame if static
if(duration > 0) {
this.data_actors_self.anim = this.element.animate([
{
backgroundPosition: px([0, pos_y])
}, {
backgroundPosition: px([scale_x, pos_y])
}
], {
duration: duration * 1000,
direction: "normal",
easing: "steps(" + this.settings.sprite.frames_x + ")",
iterations: Infinity
});
this.data_actors_self.anim.play();
} else {
this.element.style.backgroundPosition = px([0, pos_y]);
}
}
Obviously that's a snippet from an actor class function: this.element is the div, this.settings is an object with parameters to be used who's names should make sense in this context, the px() function is a simple converter to turn arrays into pixel strings for HTML (eg: [0, 0] to "0px 0px").
The issue I'm having: While I can always run this function to set a new animation, I want the ability to change the speed of the animation without resetting it. It doesn't need to be a smooth transition, for all I care the new speed can be applied at the next iteration... I only want to avoid a visual snap or any kind of reset upon applying the change. Once an animation is set, I have no idea how to access and update its duration parameter. Does anyone have any suggestions?
When using console.log on this.data.anim I'm rightfully told it's an animation object. I tried using JSON.stringify to get more information but nothing relevant is printed. this.data.anim.duration returns undefined so the setting must be stored under some other property. Even if I know that property, I'd like to be sure web browsers will agree with me changing it like this.data.anim.options.duration = new_duration.
You can wait for the end of an iteration before changing the animation duration if that is what is required.
This snippet only sets an event listener for animationiteration event when you click the button to increase the speed.
function upthespeed() {
const div = document.querySelector('div');
div.addEventListener('animationiteration', function() {
div.style.animationDuration = '1s';
});
document.querySelector('button').style.display = 'none';
}
div {
width: 10vmin;
height: 10vmin;
background-color: magenta;
animation: move 10s linear infinite;
}
#keyframes move {
0% {
transform: translateX(50vw);
}
50% {
transform: translateX(0);
}
100% {
transform: translateX(50vw);
}
}
<div></div>
<button onclick="upthespeed()">Click me to increase the speed at the end of the next iteration (you may have to wait!)</button>
The value for the animation duration isn't in the Animation object itself but in the CSS animation-duration property for the Element: so this.data_actors_self.style.animationDuration = new_duration will do the job. It will however restart the animation if it is being played, but if I understand correctly that isn't a problem for you.
Edit: To change the animation's duration without restarting it, all you have to do is set the value of anim.startTime to what it was before. For example:
const startTime = anim.startTime;
this.data_actors_self.style.animationDuration = new_duration
anim.startTime = startTime;
I'm playing around with pure JavaScript, so I created a small fade in/out object, to adjust images opacity onmouseover and onmouseout. Fading works fine when the mouseover and mouseout actions are precise:
Start moving the cursor from the white background
Hover over an image
Hover back over the white background
The problem is, as soon as I start to move the mouse "naturally" from one image to another, the fading (or rather the script itself) freezes.
I'm not sure whether it's a animation-speed problem, or there's something I'm missing in the implementation.
If someone has the time to take a look, I would appreciate a peer check, so I can crack the issue and learn new stuff.
Here's a fiddle: http://jsfiddle.net/6bd3xepe/
Thanks!
As I see it, you have one INTERVAL for you FADER, you need one for each IMG.
My jsfiddle fixes this. I added an ALT-attribute to each IMG with "dome" content, so as to circumvent the jsfiddle working on non-cat-images .. ignore that part - commented out below.
There are some fundamental things wrong with the design - keeping track of objects & references is key. Usage of "this" & "that" aren't helping in the current implementation (see comments to OP). Also, on another note, the usage of "toFixed(2)" is not really required IMHO and you can shorten "o = o + 0.1" to "o += 0.1".
JS:
var fader = {
target: document.getElementsByTagName('img'),
interval: [],
speed: 25,
default_opacity: 1,
init: function() {
this.bindEvents();
},
// Get element's opacity and increase it up to 1
fadeIn: function(element) {
var element_opacity = this.getOpacity(element),
that = this,
idx = element.getAttribute('data-idx');
console.log("fI: "+idx+" "+element_opacity);
this.default_opacity = element_opacity.toFixed(2);
this.interval[idx] = setInterval(function() {
if (element_opacity.toFixed(2) < 1) {
element_opacity = element_opacity + 0.1;
element.style.opacity = element_opacity.toFixed(2);
} else {
clearInterval(that.interval[idx]);
}
}, that.speed);
},
// Get current opacity and decrease it back to the default one
fadeOut: function(element) {
var element_opacity = this.getOpacity(element),
that = this,
idx = element.getAttribute('data-idx');
console.log("fO: "+idx+" "+element_opacity);
this.interval[idx] = setInterval(function() {
if (element_opacity.toFixed(2) > that.default_opacity) {
element_opacity = element_opacity - 0.1;
element.style.opacity = element_opacity.toFixed(2);
} else {
clearInterval(that.interval[idx]);
element.removeAttribute('style');
}
}, that.speed);
},
// Get opacity of an element using computed styles
getOpacity: function(element) {
var styles = window.getComputedStyle(element),
opacity = parseFloat(styles.getPropertyValue('opacity'));
return opacity;
},
bindEvents: function() {
var that = this, count = 0;
for (var i in this.target) {
// the whole "dome" is just a fsfiddle hack - otherwise it sees 7 images instead of 4!
//if( this.target[i].alt == "dome" ){
console.log("COUNT: "+count);
this.target[i].setAttribute('data-idx',count);
this.target[i].onmouseover = function() {
that.fadeIn(this);
}
this.target[i].onmouseout = function() {
that.fadeOut(this);
}
count++;
//}
}
}
};
fader.init();
I'm looking for a way to emulate the CSS #keyframes animations using jQuery.
I need to change the background image each x seconds following a list of images provided when the user moves mouse over an element.
The CSS animations should be:
.readon:hover {
animation: readonin 2s;
}
#keyframes readonin {
0% { background-image: url(1.png); }
50% { background-image: url(2.png); }
100% { background-image: url(3.png); }
}
I've found plugins like Spritely but they works with sprites and I need instead to change the image background of the element.
Use the set-interval function of Javascript seems a bad solution because I can't find a way to stop the animation when the user moves the mouse out of the element.
Use something like...
var images = ["1.png", "2.png", "3.png"];
var $element = $(".readon");
var interval = null;
$element.hover(function () {
var $this = $(this);
var i = 0;
var fn = function () {
$this.css("background-image", "url(" + images[i] + ")");
i = ++i % images.length;
};
interval = setInterval(fn, 666);
fn();
},
function () {
clearInterval(interval);
$(this).css("background-image", "none");
});
jsFiddle of a similar concept (with background colours).
It should be clear enough to see what's going on. Basically we start looping over the images and setting them as the background image on mouse over, and reset it when the mouse leaves.
You can use a library like jQuery-Keyframes
to generate new keyframes at runtime if that is what you are after.
I have conversation screen to be developed i have planned to change the background images for every millisecond so that it looks like a animation. I tried using jquery settimeout and setinterval but both the ways stack of images changing in small interval hangs the browser, any ideas of how to accomplish my task.
function change_background(new_image_source) {
var myimage = $( '#spriteanim' );
myimage.attr('src','style/images/Sprites/Screen1/'+new_image_source+'.png');
console.log(myimage.attr('src'));
timer = setTimeout( function () {
new_image_source = new_image_source+1;
change_background(new_image_source);
}, 50);
if(new_image_source>=10899){
change_background(new_image_source);
clearTimeout(timer);
}
}
Changing the src attribute will never work as you want. That's because the browser needs time to load the image. Even it is cached it is still too slow for animating. I'll suggest to combine your images into sprite and change the background-position. You can even do that with pure css transition.
For example -> http://jsfiddle.net/krasimir/uzZqg/
HTML
<div class="image"></div>
CSS
.image {
background: url('...');
width: 200px;
height: 200px;
transition: all 4000ms;
-webkit-transition: all 4000ms;
}
.image:hover {
background-position: -500px 0;
}
You can even use keyframes.
Here is how you can preload your images http://jsfiddle.net/krasimir/DfWJm/1/
HTML
<div id="preloader"></div>
JS
var images = [
'http://www.australia.com/contentimages/about-landscapes-nature.jpg',
'http://www.australia.com/contentimages/about-landscapes-nature.jpg',
'http://www.australia.com/contentimages/about-landscapes-nature.jpg',
'http://www.australia.com/contentimages/about-landscapes-nature.jpg',
'http://www.australia.com/contentimages/about-landscapes-nature.jpg',
'http://www.australia.com/contentimages/about-landscapes-nature.jpg'
];
var preloader = document.getElementById("preloader");
var preloadImages = function(callback) {
if(images.length == 0) {
callback();
return;
}
var image = images.shift();
var img = document.createElement("IMG");
img.setAttribute("src", image);
preloader.appendChild(img);
img.addEventListener("load", function() {
console.log("image loaded");
preloadImages(callback);
});
}
preloadImages(function() {
// your animation starts here
alert("Images loaded");
});
Of course you may hide the #preloader div with display: none;
Checkout http://spritely.net/
It'll handle the details of animating a spritesheet. Let's you set FPS and control playback.
I think 'every millisecond' is a bit too fast.
Image load takes some time. I think, you should load all the images once, before starting the animation. It will take some time, since number of images you are using seems to be 10899. And just hide all but one every few milliseconds. 'Few milliseconds', instead of 'every millisecond', should do your job.
UPDATE:
Name your images spriteanim0, spriteanim1... like this. After all the images have been loaded, and all have been assigned display: none, call this js function:
var new_image_source1;
function change_background(prev_image_source, new_image_source) {
document.getElementById('spriteanim' + prev_image_source).style.display = 'none';
document.getElementById('spriteanim' + new_image_source).style.display = 'block';
if (new_image_source >= 10899)
new_image_source1 = 0;
else
new_image_source1 = new_image_source + 1;
window.setTimeout(
function () {
change_background(new_image_source, new_image_source1);
},
50);
}
You can try this and change the setTimeout interval value accordingly, as needed.
I need help with an animated PNG in Javascript.
I found how to animate a PNG background with Javascript here on Stack Overflow. But my problem is that I only need the animation onmouseover and onmouseout. And the animation should play only once, not in a loop, so when the user moves the mouse over a div the the animation in the background should play once and stop at the last frame, but when the user goes off the div, a reverse animation should play once and stop at the last (first) frame. The script I found here is:
The style:
#anim {
width: 240px; height: 60px;
background-image: url(animleft.png);
background-repeat: no-repeat;
}
The HTML:
<div id="anim"></div>
Javascript:
var scrollUp = (function () {
var timerId; // stored timer in case you want to use clearInterval later
return function (height, times, element) {
var i = 0; // a simple counter
timerId = setInterval(function () {
if (i > times) // if the last frame is reached, set counter to zero
i = 0;
element.style.backgroundPosition = "0px -" + i * height + 'px'; //scroll up
i++;
}, 100); // every 100 milliseconds
};
})();
// start animation:
scrollUp(14, 42, document.getElementById('anim'))
I hope anyone can help me, Thank you
To stop the animation after the first set of frames you do want to change the if condition to not reset the counter to zero but instead to clear the interval and stop it from reoccuring.
To only let it play when you enter an element you can attach the animation function as an event listener and play the whole thing in reverse with another function that you plug into your onmouseout event.
Depending on your target browser and since your question is fairly vague I can recommend two alternatives to you:
Use jQuery animate (all browsers, include ref to jquery)
//Animate to x,y where x and y are final positions
$('#anim').mouseenter(function(e) {
$(this).animate({background-position: x + 'px ' + y + 'px'}, 4200);
})
//Do same for mouseleave
Use a css3 animation (using -webkit browser here)
<style>
#-webkit-keyframes resize {
100% {
height: 123px;
}
}
#anim:hover {
-webkit-animation-name: resize;
-webkit-animation-duration: 4s;
}
I would choose option 2 if you are doing mobile development or can choose only css3 capable browsers.