Below is some code that has no jquery, but it is not working:
function start() {
var img = 0,
pic = ['nature', 'grass', 'earth', 'fall2', 'waterfall'],
slider = document.getElementsByClassName('slide_img'),
timerID = 0,
delay = 4000;
function back() {
img--;
if (img <= 0) {
img = pic.length - 1;
}
slider.src = 'pictures/' + pic[img] + '.jpg';
}
function go() {
img++;
if (img >= pic.length) {
img = 0;
}
slider.src = 'pictures/' + pic[img] + '.jpg';
}
document.getElementById('back').onclick = function() {
back();
}
document.getElementById('go').onclick = function() {
go();
}
slider.onmouseenter = function() {
clearTimeout(timerID);
}
document.getElementById('go').onmouseenter = function() {
clearTimeout(timerID);
}
document.getElementById('back').onmouseenter = function() {
clearTimeout(timerID);
}
slider.onmouseleave = function() {
clearTimeout(timerID);
auto();
}
function auto() {
timerID = setTimeout(function () {
go();
auto();
}, delay);
}
auto();
}
Here is what it is in jquery, this one works:
$('document').ready(function() {
var img = 0,
pic = ['nature', 'grass', 'earth', 'fall2', 'waterfall'],
slider = $('img.slide_img'),
timerID = 0,
delay = 4000;
function back() {
img--;
if (img <= 0) {
img = pic.length - 1;
}
slider.attr('src', 'pictures/' + pic[img] + '.jpg');
}
function go() {
img++;
if (img >= pic.length) {
img = 0;
}
slider.attr('src', 'pictures/' + pic[img] + '.jpg');
}
$('button#back').on('click', function() {
back();
});
$('button#go').on('click', function() {
go();
});
$(slider).on('mouseenter', function () {
clearTimeout(timerID);
});
$('button#go').on('mouseenter', function () {
clearTimeout(timerID);
});
$('button#back').on('mouseenter', function () {
clearTimeout(timerID);
});
$(slider).on('mouseleave', function () {
clearTimeout(timerID);
auto();
});
function auto() {
timerID = setTimeout(function () {
go();
auto();
}, delay);
}
auto();
});
What am i doing wrong, why is the first one not working. Im am trying to get rid of jquery so i dont have to include the source file.
You are not executing onload
try
var img = 0,
pic = ['nature', 'grass', 'earth', 'fall2', 'waterfall'],
slider,
timerID = 0,
delay = 4000;
window.onload=function() {
slider = document.getElementsByClassName('slide_img');
document.getElementById('back').onclick = function() {
back();
}
document.getElementById('go').onclick = function() {
go();
}
slider.onmouseover = function() {
clearTimeout(timerID);
}
document.getElementById('go').onmouseover = function() {
clearTimeout(timerID);
}
document.getElementById('back').onmouseover = function() {
clearTimeout(timerID);
}
slider.onmouseout = function() {
clearTimeout(timerID);
auto();
}
auto();
}
function auto() {
timerID = setTimeout(function () {
go();
auto();
}, delay);
}
function back() {
img--;
if (img <= 0) {
img = pic.length - 1;
}
slider.src = 'pictures/' + pic[img] + '.jpg';
}
function go() {
img++;
if (img >= pic.length) {
img = 0;
}
slider.src = 'pictures/' + pic[img] + '.jpg';
}
Use "onmouseover" and onmouseout" for canonical events:
slider.onmouseover = function() {
clearTimeout(timerID);
}
document.getElementById('go').onmouseover = function() {
clearTimeout(timerID);
}
document.getElementById('back').onmouseover = function() {
clearTimeout(timerID);
}
slider.onmouseout = function() {
clearTimeout(timerID);
auto();
}
And don't forget to define "slider" (the initial part is missing in your script):
var slider = document.querySelector('img.slide_img');
<body onload="start"></body>
The JavaScript start doesn't do anything. If you want to call a function, then you need to follow it with ().
This is a rather obtrusive way to deal with event handler assignment though. It is generally preferred to assign such things with JavaScript:
addEventListener('load', start);
See MDN for compatibility notes.
However, you don't have anything in your code that depends on the entire document being loaded. So you can simply:
<script>
start();
</script>
</body>
at the end of your document.
(You can put the whole script there for that matter, and keep it in an external file).
Related
I'm trying to play an audio file in js. what am i doing wrong?
The script auto-stops after some events which is working 100%, now all I want to do is add a sound after it stops
Here is the code in:
function stop() {
stop_flag = true;
var audio = new Audio('play.mp3');
audio.play();
}
Here is the complete script.js the function is at the bottom.
chrome.runtime.onMessage.addListener(function(message) {
if (message.action == "init") {
init(message.options.divider, message.options.delay, message.options.maxLosses);
}
if (message.action == "stop") {
stop();
}
});
var stop_flag;
function init(divider, delay, maxLosses) {
var $table = $('table.dice_table').last();
var lastBetNumber;
var lastBetValue;
var lastProfit;
var losses = 0;
stop_flag = false;
loop_start();
function loop_start() {
lastBetNumber = getLastBetNumber();
var betValue = (getCurrentBalance() / divider).toFixed(9);
//var betValue = (getCurrentBalance() / divider);
lastBetValue = betValue;
$("input.bet").val(betValue);
play();
setTimeout(loop, delay);
}
function loop() {
if (stop_flag)
return;
waitForTableChange()
.then(roll)
.catch(loop_start);
function roll() {
//only if the last bet has changed \/
lastBetNumber = getLastBetNumber();
lastProfit = $table.children('tbody').children('tr').first().children('td').last().text()[0];
changeBet();
if (losses >= maxLosses)
return;
play();
setTimeout(loop, delay);
}
}
function waitForTableChange() {
return new Promise(function(resolve, reject) {
var n = 0;
attempt();
function attempt() {
n++;
if (n >= 100) {
reject();
return;
}
if (getLastBetNumber() == lastBetNumber) {
setTimeout(attempt, 100);
return;
}
resolve();
}
});
}
function changeBet() {
var newBetValue;
if (lastProfit == "-") {
losses++;
newBetValue = lastBetValue * 2;
} else {
losses = 0;
newBetValue = (getCurrentBalance() / divider).toFixed(9);
}
lastBetValue = newBetValue;
$("input.bet").val(newBetValue);
}
function play() {
$('input.clDicePlay').first()[0].click();
}
function getLastBetNumber() {
return $table.children('tbody').children('tr').first().children('td').first().text();
}
function getCurrentBalance() {
return $('.dice_select .chosen-single span').text().split('- ')[1].split(' ')[0];
}
}
function stop() {
var audio = new Audio('play.mp3');
stop_flag = true;
audio.play();
}
The problem is you are setting audio within the function stop(), which makes it local to that function. Once a function has been executed, all local vars are destroyed. You need to use the global scope to keep the object alive.
For example:
// set 'audio' in the global scope
var audio = new Audio('/path/to/default.mp3');
// create a play / pause button
function playPause(e) {
// NOTE: audio is from the gloabl scope
if (this.textContent == 'Play') {
audio.play();
this.textContent = 'Pause';
} else {
audio.pause();
this.textContent = 'Play';
}
}
window.onload = function() {
var a = document.getElementById('func');
a.addEventListener('click',playPause,false);
}
<button id="func">Play</button>
I have style id like this
#Myimage {
width: 797px;
height: 317px;
background:url(images/templatemo_header_pizza.jpg) no-repeat;
And I want to change the picture every 5 sec.
I am new to JavaScript and jQuery but the main idea something like this
function ()
{
ImageArray = LoadImage("Baseimage/*.jpg")
while(true)
{
For(i in ImageArray)
{
Myimage.background:url = i;
waitfor(5);
}
}
}
var imgArray = ["image1.jpg","image2.jpg"];
var counter = 0;
function changeImages() {
counter++;
$("#MyImage").css("background-image",'url(' +imgArray[counter] + ')')
if(counter == 1) {
counter = -1;
}
}
setInterval(changeImages,5000)
Attach a Jquery lib. and past that JQuery script in you head section:
$(window).load(function() {
var i =0;
var images = ['image2.png','image3.png','image1.png'];
var image = $('#Myimage');
//Initial Background image setup
image.css('background-image', 'url(image1.png)');
//Change image at regular intervals
setInterval(function(){
image.fadeOut(1000, function () {
image.css('background-image', 'url(' + images [i++] +')');
image.fadeIn(1000);
});
if(i == images.length)
i = 0;
}, 5000);
});
You can use Image to check if the image exists:
$(function () {
var base = "myImage_*.jpg", img, c = 0, ar = [], o = 0;
function recurse () {
img = new Image();
img.src = base.replace('*', ++c);
img.onload = function () {
ar.push(img.src);
recurse();
}
img.onerror = function () {
c = -1;
function r() {
$("yourElement").css("background-image", "url("+ar[c++ >= ar.length ? (c=0) : c]+")");
setTimeout(r, 2000); // 2000 is two seconds
}
}
}
});
I am using the following jquery code to create a slow scrolling animation.
http://jsfiddle.net/fhj45f21/
Unfortunately I am having difficulties pausing the animation on mouse over. Could someone please have a look and give me a hint?
function Scroller(y){
this.times = 0;
this.moveInter = 0;
this.backInter = 0;
this.moveBack = function () {
var self = this;
clearInterval(this.moveInter);
this.backInter = setInterval(function () {
self.times -= 5;
y.scrollTop(self.times);
if (self.times == 0) {
return self.startMove();
}
}, 1);
}
this.move = function() {
var self = this;
this.moveInter = setInterval(function () {
self.times++;
y.scrollTop(self.times);
if (self.times == 1200) {
return self.moveBack();
}
}, 50);
}
this.startMove = function() {
this.times = 0;
var self = this;
if (this.backInter != null) {
clearInterval(this.backInter);
}
window.setTimeout(function () {
self.move();
}, 1000);
}
}
jQuery('.textBox').each(function () {
y = jQuery(this);
var scroller = new Scroller(y);
scroller.startMove();
});
Thanks a bunch!
Here you go: http://jsfiddle.net/nxk4vseq/
add an y.hover handler with functions for mousein and mouseout
var scrl=this;
y.hover(function(){
clearInterval(scrl.moveInter);
},function(){
scrl.move();
});
Trying to get this image to scroll through images on hover but its not work. Live demo at: http://codepen.io/bskousen/pen/Ksphr
Using jquery
script:
$(document).ready(function() {
$('.imageBox').hover(startScroll, stopScroll);
});
var scrollInterval;
var i = 2;
function startScroll() {
scrollInterval = setInterval(scrollImages(this), 100);
}
function stopScroll() {
i = 2;
$(this).children('img').fadeOut();
$(this).children('img:nth-child(1)').fadeIn();
clearInterval(scrollInterval);
}
function scrollImages(x) {
$('#count').append('running' + i + ' ');
var imageCount = $(x).children('img').length;
$(x).children('img').fadeOut();
$(x).children('img:nth-child(' + i + ')').fadeIn();
if (i == imageCount) {
i = 2;
}
else {
i++;
}
}
The setInterval is not formatted correctly. Try this:
function startScroll() {
me = this;
scrollInterval = setInterval(function(){
scrollImages(me);
}, 100);
}
So, I've got this type of situation, but I only want to "Do something" if the user "mouseleave(s)" for more than x amount of time, say one second. How should I implement that?
$("#someElement, #someOtherElement").mouseleave(function() {
// Do something.
});
Later I added:
$('.popover3-test').popover({
placement:'bottom',
template: $('.popover2'),
trigger: 'manual',
}).mouseenter(function(e) {
$(this).popover('show');
$(".popover3-test, .popover2").each(function() {
var t = null;
$(this)
.mouseleave(function() {
t = setTimeout(function() {
$('.popover2').hide();
}, 1000); // Or however many milliseconds
})
.mouseenter(function() {
if(t !== null)
clearTimeout(t);
})
;
});
});
setTimeout should do the trick:
$("#someElement, #someOtherElement").each(function() {
var t = null;
$(this)
.mouseleave(function() {
t = setTimeout(function() {
// Do something.
}, 1000); // Or however many milliseconds
})
.mouseenter(function() {
if(t !== null) {
clearTimeout(t);
t = null;
}
})
;
});
EDIT: If you want it to work on either, just remove the .each:
var t = null;
$("#someElement, #someOtherElement")
.mouseleave(function() {
t = setTimeout(function() {
// Do something.
}, 1000); // Or however many milliseconds
})
.mouseenter(function() {
if(t !== null) {
clearTimeout(t);
t = null;
}
})
;
$("#someElement, #someOtherElement").bind('mouseenter mouseleave', (function() {
var timer;
return function (e) {
if(e.type === 'mouseleave') {
timer = setTimeout(function () {
//do something
}, 1000);
} else {
clearTimeout(timer);
}
};
}()));
EDIT - usable on multiple elements
$("#someElement, #someOtherElement").bind('mouseenter mouseleave', function (e) {
var timer = $(this).data('timer');
if(e.type === 'mouseleave') {
timer = setTimeout(function () {
//do something
}, 1000);
} else {
clearTimeout(timer);
}
$(this).data('timer', timer);
};
});
this might not work as is, but gives you some ideas...
var elapsed = 0;
var timer = setInterval(function(){
elapsed += 20;
if( elapsed >= 1000 ) {
doSomething();
clearInterval(timer);
}
}, 20 );
$('#some').mouseleave(timer);
$('#some').mouseenter(function(){clearInterval(timer);elapsed=0;});