setInterval stopping prematurely - javascript

I'm trying to increment the width of a div every half a second. It should continue to expand as long as it is less than 100% wide. However, it is stopping at 10%:
JSFIDDLE
$('.button').click(function(){
var progress = setInterval(function(){
if( $(".bar").css('width') < '100%') {
$('.bar').animate({ width: '+=10%' });
} else {
clearInterval(progress);
}
}, 500)
});
Would anyone know why?

Try this, simply compares bar to it's parent width:
$('.button').click(function () {
var $bar = $(".bar"),
parentW = $bar.parent().width();
var progress = setInterval(function () {
if ($bar.width() < parentW) {
$bar.animate({
width: '+=10%'
});
} else {
clearInterval(progress);
}
}, 500)
});
The problem with approach you had is css('width') returns string width including px and comparing that to string 100% wasn't working .
Easy check to see what it looks like:
console.log($bar.css('width'))
Note that jQuery.width() returns numerical value of pixel width
DEMO

Why are you playing with % of width. Just make it simple.
For example :
increase the width by 10px each time while width is less than 100.
$('.button').click(function(){
var progress = setInterval(function(){
var width=$(".bar").width();
if( width < 100) {
$('.bar').animate({ width: width + 10 });
} else {
clearInterval(progress);
}
}, 500)
});
Check fiddle here

Related

Get elements coordinates

I need some help here.
First off, here is a small demo code from my game: https://jsfiddle.net/MiloSx7/a0dn9a4f/2/
Animation idea: Make the coin scale to 2x after it's collected, then slowly move it and gradually reduce scale to the exact spot where the image displaying the coin inventory stat is , invLocation is the ID of the element where the animation should end. It starts from the current coinId X and Y
Is it possible to somehow get the X and Y of the invLocation, so that I know where should I tell the animation to move?
You can do this with JQuery position() and offset() methods.
const spawnTime = 10000;
var coin = 0;
var intervalId = '';
var coinDiv = $('#coinDiv');
var coinImg = $('#coinImg');
var invDiv = $('#invDiv');
var invId = $('#inventoryId');
var invImg = $('#invLocation');
coinImg.on('click', collect);
intervalId = setInterval(setLocation, spawnTime);
function setLocation() {
var x = parseInt( Math.random()*(80-20+1) ) + 20;
var y = parseInt( Math.random()*(80-20+1) ) + 20;
coinImg.animate({
opacity: 1
}, 3000,
function() {
coinImg.css('top', x+'%');
coinImg.css('left', y+'%');
coinImg.css('display', 'initial');
setTimeout( () => coinImg.animate({ opacity: 0 }, 3000), 6000);
});
}
function collect() {
clearInterval(intervalId);
coinImg.stop();
coinImg.css('opacity', 1);
/* Increment coin counter */
coin++;
invId.text(coin);
/* In order to disable multiple clicks */
coinImg.css('pointer-events', 'none');
/* Double the size */
coinImg.css('width', '128px');
coinImg.css('height', '128px');
/* Animate and return to normal */
coinImg.animate({
width: '32px',
height: '32px',
left: invImg.offset().left + 'px',
top: invImg.offset().top + 'px'
}, 1500,
function() {
coinImg.css('pointer-events', 'auto');
coinImg.css('display', 'none');
coinImg.css('width', '64px');
coinImg.css('height', '64px');
intervalId = setInterval(setLocation, spawnTime);
}
);
}
Working example: https://jsfiddle.net/wz4q9w69/

How can I make my setTimeouts get stopped here?

The behavior I'm trying to achieve is this:
On hover/mouseenter, change the background image from the placeholder to a gif whose positions changes in order to achieve an animated effect, then go back to the placeholder when the mouse leaves.
My code is
$('.filmstrip').mouseenter(function(){
var $that = $(this),
w = $that.width(),
fr = $that.attr('data-framerate');
$that.css('background-image','url('+$that.attr('data-gifurl')+')');
for ( var i = 1, n = $that.attr('data-ticks'); i <= n; ++i )
{
(function(j){
setTimeout(function(){
$that.css('background-position-x','-'+(w*j)+'px');
}, j*fr);
})(i);
}
$that.bind('mouseleave',function(){
$that.css('background-image','url('+$that.attr('data-placeholder')+')').css('background-position-x','0');
});
});
and the bug I'm having is that if the gif hasn't finished animating, then the
.css('background-position-x','0')
part of
$that.css('background-image','url('+$that.attr('data-placeholder')+')').css('background-position-x','0');
});
doesn't work because the background position is still being moved by the animation. So I need some way to first stop the setTimeout stuff if it isn't finished running. Any idea how I can do that?
This may be something better done with CSS rather than javascript.
Option #1 - Use an actual GIF
You could compile the frames which you want animated into an actual GIF file, and then have the background image change based on hover:
<div class="filmstrip"></div>
And then CSS
.filmstrip { background:transparent url('static_image.jpg') no-repeat 0 0 }
.filmstrip:hover { background-image:url( 'animated_image.gif' ) }
Option #2 - Use CSS3 Animation
You could keep the animated image as a strip of frames (of a known length) and then use something like:
<div class="filmstrip"></div>
With CSS
.filmstrip { background:transparent url('static_image.jpg') no-repeat 0 0 }
#keyframes animate-bg {
0% { background-position: 0 0 }
100% { background-position: -1000px 0 }
/* where 1000px is the length of the strip */
}
.filmstrip:hover { animation: animate-bg 5s steps(50) infinite }
/* where 5s is the overall loop length time and 50 is the number of frames in the strip */
Option #3 - Use Spritely
Spritely is a jQuery plugin which seems to manage all elements of turning a filmstrip/sprite image into an animation, including being able to start/stop the animation, reset to the first frame, change FPS, etc.
Add a stop variable :
$('.filmstrip').mouseenter(function(){
var isStopped = false;
var $that = $(this),
w = $that.width(),
fr = $that.attr('data-framerate');
$that.css('background-image','url('+$that.attr('data-gifurl')+')');
for ( var i = 1, n = $that.attr('data-ticks'); i <= n && !isStopped; ++i )
{
(function(j){
setTimeout(function(){
if (!isStopped) {
$that.css('background-position-x','-'+(w*j)+'px');
}
}, j*fr);
})(i);
}
$that.bind('mouseleave',function(){
isStopped = true;
$that.css('background-image','url('+$that.attr('data-placeholder')+')').css('background-position-x','0');
});
});
If isStopped is not accessible (because not tested) from the timeout, then just create a new variable in a inner scope which you affect isStopped value.
You can use an interval based solution like
$('.filmstrip').mouseenter(function() {
var $that = $(this),
w = $that.width(),
fr = +$that.attr('data-framerate'),
ticks = +$that.attr('data-ticks');
$that.css('background-image', 'url(' + $that.attr('data-gifurl') + ')');
var counter = 0;
var interval = setInterval(function() {
$that.css('background-position-x', '-' + (w * ++counter) + 'px');
if (counter >= ticks) {
clearInterval(interval);
}
}, fr);
$(this).data('bg-interval', interval)
}).mouseleave(function() {
clearInterval($(this).data('bg-interval'));
$(this).css('background-image', 'url(' + $(this).attr('data-placeholder') + ')').css('background-position-x', '0');
});
.filmstrip {
height: 64px;
border: 1px solid grey;
background-position: right;
background-position-y: inherit;
display: inline-block;
width: 64px;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class="filmstrip" data-framerate="400" data-ticks="10" data-gifurl="//cdn.sstatic.net/Sites/stackoverflow/img/sprites.svg?v=bc7c2f3904bf">
</div>
U can use clearTimeout to stop setTimeOut.
Working Demo-
var myVar;
function myFunction() {
myVar = setTimeout(function(){ alert("Hello"); }, 3000);
}
function myStopFunction() {
clearTimeout(myVar);
}
<p>Click the first button to alert "Hello" after waiting 3 seconds.</p>
<p>Click the second button to prevent the first function to execute. (You must click it before the 3 seconds are up.)</p>
<button onclick="myFunction()">Try it</button>
<button onclick="myStopFunction()">Stop the alert</button>
More-
Mozilla Developer Network
and
W3School

jQuery toggle element class based on scroll percentage

I want to change the var num into a percentage instead of a number of pixels.
how can I do this?
I need this for my site:
http://www.sutanaryan.com/Tutorials/fixed-menu-when-scrolling-page-with-CSS-and-jQuery/
But they work with pixels, and my website works with % (because autoscaling for example on a HD screen or a Full HD screen)
/* Dynamic top menu positioning
*
*/
var num = 150 ; //number of pixels before modifying styles 150
$(window).bind('scroll', function () {
if ($(window).scrollTop() > num) {
$('.menu').addClass('fixed');
} else {
$('.menu').removeClass('fixed');
}
});
//USE SCROLL WHEEL FOR THIS FIDDLE DEMO
First, let me tell you this is a horrible solution. Listening to every scroll event and calling addClass() or removeClass() every time is expensive. // end preach
Here's the answer to your question anyway:
var baseHeight = $(window).height(); // for body, use $("body").height();
var num = .25; // this the percentage of vertical scroll
$(window).bind('scroll', function () {
if ($(window).scrollTop() / baseHeight > num) {
$('.menu').addClass('fixed');
} else {
$('.menu').removeClass('fixed');
}
});

jQuery animate() doesn't correctly animate height the second time

I have built a toggle that will slide down a div to reveal content. I am not using the normal toggle() function of jQuery because I wanted to show the top 300px of content and then slide to reveal the rest.
Anyways, I have a script setup that animates the height of the container div, which reveals the content inside.
function slideCut() {
var revertHeight = 300;
var finalHeight = 0;
var s = 1000;
$('.cutBottom a').click(function() {
event.stopPropagation();
var p = $(this).parent().parent();
var h = p.css('height', 'auto').height();
var cut = $(this).parent().find('.cutRepeat');
// Fix height
if (finalHeight == 0) {
p.css('height', 'auto');
finalHeight = p.height();
p.height(revertHeight);
}
if ($(this).hasClass('toggled')) {
$(this).removeClass('toggled');
p.animate({height:revertHeight}, {
duration: s
});
cut.fadeIn('fast');
} else {
$(this).addClass('toggled');
p.animate({height:finalHeight}, {
duration: s,
complete: function() {
cut.fadeOut('fast');
}
});
}
return false;
});
}//end
The problem is, the second time it animates the height to the full size (sliding the div to reveal content) it does not animate, it just jumps to the full height. Why is this happening?
Working example: http://jsfiddle.net/6xp2Y/3/
After all that hard work and fiddle being broken, all we had to do was remove one line from your code:
function slideCut() {
var revertHeight = 300;
var finalHeight = 0;
var s = 1000;
$('.cutBottom a').click(function() {
event.stopPropagation();
var p = $(this).parent().parent();
//var h = p.css('height', 'auto').height(); //REMOVE THIS LINE
var cut = $(this).parent().find('.cutRepeat');
// Fix height
if (finalHeight == 0) {
p.css('height', 'auto');
finalHeight = p.height();
p.height(revertHeight);
}
if ($(this).hasClass('toggled')) {
$(this).removeClass('toggled');
p.animate({height:revertHeight}, {
duration: s
});
cut.fadeIn('fast');
} else {
$(this).addClass('toggled');
p.animate({height:finalHeight}, {
duration: s,
complete: function() {
cut.fadeOut('fast');
}
});
}
return false;
});
}//end
slideCut();
Updated your fiddle: http://jsfiddle.net/brandonscript/6xp2Y/5/
Updated answer!
The proplem lies here
if (finalHeight == 0) {
parent.css('height', 'auto');
finalHeight = parent.height();
parent.height(revertHeight);
console.log('finalHeight:'+finalHeight);
}
This is only running at the beginning, because finalHeight is not 0 anymore after first run.
You can fix this by setting finalHeight back to 0 after closing it again, like so
if ($(this).hasClass('toggled')) {
$(this).removeClass('toggled');
parent.animate({height:revertHeight}, {
duration: speed
});
cut.fadeIn('fast');
finalHeight = 0;
} else { [...]

Horizontal jquery scroller using position:absolute; with constant scroll

I've managed to get this far and it works great for solid width divs but can't work out how to manipulate it to work when the width of the div changes.
Question: How do I make this function take into account the different div widths after each 'round'?
var horizontalScroller = function($elem) {
var left = parseInt($elem.css("left"));
var temp = -1 * $('#horizontalScroller li').width();
if(left < temp) {
left = $('#horizontalScroller').width();
$elem.css("left", left);
}
$elem.animate({ left: (left-60) }, 2000, 'linear', function () {
horizontalScroller($(this));
});
}
$(document).ready(function() {
var i = 0;
$("#horizontalScroller li").each(function () {
$(this).css("left", i);
i += $(this).width();
horizontalScroller($(this));
});
});
Working example (with fixed width): http://jsfiddle.net/GL5V3/
Working example (with different widths): http://jsfiddle.net/wm9gt/
Well this was mildly fun, understood how your code works, but before I did that...
I rewritten it to this: (working fiddle)
function horizontalScroller(ulSelector) {
var horizontalSpan=0;
var collection=[];
function animate(index) {
var cur=collection[index];
var left=parseInt(cur.elem.css('left'));
if(left < cur.reboundPos) {
left+=horizontalSpan;
console.log(left);
cur.elem.css('left',left);
}
cur.elem.animate(
{ left: (left-60) },
2000,
'linear',
function () {animate(index)}
);
}
$(ulSelector).find('li').each(function() {
var $this=$(this);
var width=$this.width();
$this.css('left',horizontalSpan);
collection.push({reboundPos: -1 * width, elem: $this});
horizontalSpan+=width;
animate(collection.length-1);
});
console.log(collection);
console.log(horizontalSpan);
}
$(document).ready(function() {
horizontalScroller('#horizontalScroller');
});
Then I went back to your code and did this:
var horizontalSpan = 0;// swapped i for a "global" variable
var horizontalScroller = function($elem) {
var left = parseInt($elem.css("left"));
var temp = -1 * $elem.width();// updated to the correct width
if(left < temp) {// now out of bounds is properly calculated
left += horizontalSpan;// proper "wrapping" with just one addition
$elem.css("left", left);
}
$elem.animate({ left: (left-60) }, 2000, 'linear', function () {
horizontalScroller($(this));
});
}
$(document).ready(function() {
$("#horizontalScroller li").each(function () {
$(this).css("left", horizontalSpan);// horizontalSpan!!!
horizontalSpan += $(this).width();// horizontalSpan!!!
horizontalScroller($(this));
});
});
If you've got questions or want to tweak it a bit. I'd be happy you to help you along. But my hopes are that you will manage on your own.
P.S. My initial comment was rude, you're horizontal scrolling is ok thumbs up (but you were hoping the values for some of those .width() calls to be way different)

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