Button Hover effects on different Z-Indexes - javascript

here is my problem:
I had begun a game using JavaScript and HTML several weeks ago and decided to go ahead last week to reformat the code and make it more object oriented (this doesn't actually have any relevance to my question but its worth while putting things into context), along with making it more object oriented i had decided to break my games design up into different canvases, my understanding is that you can layer canvases on top of each other (i had read various recommendations about using multiple canvases for different jobs (included image buffering) for the benefit of performance, the canvases can be layered by applying z-index:; in CSS, at this time i have the following CSS code which i am using to manage the design of the site and for layering the canvases.
#canvas{
position: absolute;
top: 10px;
left: 100px;
z-index: 1;
background: transparent;
}
#bgCanvas{
position: absolute;
top: 10px;
left: 100px;
z-index: 0;
background: transparent;
}
#button{
position: absolute;
top: 430px;
left: 305px;
width: 116px;
border-style: solid;
border-color: red;
z-index:2;
background-color: #FFF;
}
the first canvas is at index 1, this as far as i know, is layered on top of index 0, the first canvas draws the player and the enemy, the second canvas bgCanvas is dedicated to the background, this is at z-index:0 meaning it should lay underneath the players. I then have a third canvas this is at z-index:2, this should provide the following hierarchy
2 - Game buttons
1 - Introduction image, player and enemy images (updated and displayed on this layer)
0 - the background
Now to the actual question: In a previous JavaScript file (as mentioned i am refactoring code from this file) i have code to enable hover over effects on the buttons such as the following code, which by the way is inside a function called update():
document.getElementById('button').style.left = canvas.width /2;
document.getElementById('button').css('z-index',1000);
document.getElementById('button').onmouseover = function(){
button.style.color = "red";
button.style.cursor= "pointer";
};
document.getElementById('button').onmouseout = function(){
button.style.color = "black";
};
document.getElementById('button1').onmouseover = function(){
button1.style.color = "red";
button1.style.cursor= "pointer";
};
document.getElementById('button1').onmouseout = function(){
button1.style.color = "black";
};
document.getElementById('button').onclick = function(){
button.style.visibility = "hidden";
button1.style.visibility = "hidden";
gameStart = true;
};
However, unlike the previous JavaScript file, this new file uses different layers to manage what is being drawn and as a result the hover and mouse effects that had worked previously, do not. But here is the kicker, when i adjust the z-index of the buttons from 2 to 1 the hover and mouse effects work. So my question is, can i apply the hover effects on different z-indexes? or should i be reducing the number of canvases etc. if you need more information i can try to provide it and thanks in advance.

This problem has been solved lol. The issue was this: the function update() holds the onclick, onmouseout etc. When you are drawing the intro screen in draw() and your using an if statement if(gameStarted===false){ you need to include the update() function in both the if and else statement, here is the code that fixed ^^
function draw(){
if(gameStarted === false){
startS.draw();
update();
}
else{
ctx1.drawImage(bgImage,0,0);
update();
ctx.clearRect(0,0,canvas.width, canvas.height);
p.draw();
h.draw();
requestId = window.requestAnimationFrame(draw);
}
};

Related

Javascript animate Method Accumulation Problem

I am trying to do an animation example but there is a problem about accumulation. At first click on the button, the translate animation is done and the position of the element changes permanently. However, on second click it does the translate animation again but this time does not keep the last position. How to overcome this? I went through MDN document and applied the optional section but failed to complete this challenge. Regards,
https://jsfiddle.net/ja218pbr/19/
document.getElementsByTagName("button")[0].addEventListener("click", function() {
document.querySelectorAll("div")[0].animate([
{transform: 'translate(100%, 0)'}
], {
duration: 250,
composite: "accumulate",
iterationComposite: "accumulate",
fill: "forwards"
});
});
If I'm understanding this correctly, you want to be able to let the object slide again from the position it ended in earlier. To do this we can get the boundingClientRect each time the button is clicked and calculate the new translation distance by basically taking the width of the object and adding the left distance of the client rect, this will effectively allow the rectangle to keep moving from the distance it ended in before. Also I removed the composite property because it caused the rectangle to jump over the correct position.
document.getElementsByTagName("button")[0].addEventListener("click", function() {
const clientRect = document.querySelectorAll("div")[0].getBoundingClientRect();
const translationX = clientRect.width + clientRect.left;
document.querySelectorAll("div")[0].animate([{
transform: `translate(${translationX}px, 0)`
}], {
duration: 250,
iterationComposite: "accumulate",
fill: "forwards"
});
});
body {
margin: 0;
}
div {
position: relative;
height: 150px;
width: 150px;
background-color: yellow;
text-align: center;
line-height: 150px;
}
<div>Moving Object</div>
<button>Press</button>

Using fabric.js how I can copy a overlay from a hidden image/layer on my canvas using brush

I am creating a discolor function for designing a jeans pant. I have 2 images of equal sizes one with dark color and other with lighter color. What I want to do is if someone draw a line with brush on my canvas it need to copy same area from a hidden image and need to fill that line with pasting that area from hidden image.
See these images to understand my requirement
Image 1 which showing over canvas.
Image 2 is hidden Image. It must not show on any condition
Image 3 is requirement.
(source: hhcnct.com)
(source: hhcnct.com)
Like you can see in image 2 top area is not lighter it means if someone brush on top no differnce will occur as both have same color at top.
Should I need to create a hidden layer first from second image?
I am looking a solution in fabric.js because my current base setup in fabric.js.
Anybody can help please?
JSFIDDLE Link
https://jsfiddle.net/19kpdwjx/
Need to finish the answer. Had no idea how to save a draft.
Answere incomplete here
var canvas = new fabric.Canvas('canvas-front', {
preserveObjectStacking: true,
controlsAboveOverlay: true
});
canvas.backgroundColor = '#ebeced';
window.fabric.Image.fromURL('https://evolveapothecary.com/frontnew.jpg', (img) => {
canvas.freeDrawingBrush.color = new fabric.Pattern({ source: img._element, repeat: 'no-repeat' });
});
window.fabric.Image.fromURL('https://evolveapothecary.com/frontnew.jpg', (img) => {
img.set({
left: 0,
top: 0
});
canvas.add(img);
})
canvas.renderAll();
canvas.isDrawingMode = true;
canvas.freeDrawingBrush.width = 20;
[hidden] {
display: none!important;
}
.painting-area{
overflow: hidden;
margin: 0;
height: auto;
border: 1px solid #e0e0e0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/3.4.0/fabric.min.js"></script>
<div class="painting-area">
<canvas id="canvas-front" width="680" height="680"></canvas>
</div>

Possible to trigger on Vimeo video click?

Is it possible to trigger an action on click if a video is set to background=1 (no controls)?
This is a Vimeo video, plus account (where background=1 is permitted).
Essentially, I have a Vimeo video with no controls set to loop and autoplay with a volume of 0. My implementation has an icon overlayed on top of the video, in the center. When clicked, it is set to full volume and the icon is hidden.
Once the volume is set to 1 and the icon is hidden, the person viewing should have the option of clicking the video so as to mute it (set volume to 0).
The problem is that I am not able to figure out how to target this click. I have tried attaching an .on('click') to the iframe, its parent, and as far up the chain as I can go but beyond that first click of the icon, the click is never registered.
Can anyone please offer any pointers on how to target a click on a Vimeo iframe video (or its parent container, etc)?
Here is my code thus far:
var iframe = document.getElementById('vimeo-video');
var player = new Vimeo.Player(iframe);
player.ready().then(function() {
var volume = 0
player.setVolume(volume);
$('#vimeo-video-play').on('click', function(event) {
if (volume > 0) {
player.setVolume(0);
} else {
player.setVolume(1);
}
$('#vimeo-video-play').hide();
});
});
Vimeo Promises
It appears that if you use Vimeo API, you must return a Promise. If you just want to do a simple task such as controlling the volume, the documentation gives this example:
player.setVolume(0.5).then(function(volume) {
// volume was set
}).catch(function(error) {
switch (error.name) {
case 'RangeError':
// the volume was less than 0 or greater than 1
break;
default:
// some other error occurred
break;
}
});
Not simple, and it's overkill. It's not apparent by looking at it but if you see then(), await async, new Promise you can say with 99.9% certainty that a Promise will be returned. I haven't looked deep enough into player.js but I think each method is wrapped in a Promise so as far as I could tell, we can just return the method without using all of that extra crap. So compare the above code to the following:
var sVol = player.setVolume(1); return sVol;
So I believe when invoking a Vimeo API method, we can return the function as a value. There's no work involving what exactly that value is because it's going to be either resolved or rejected. A Promise is also immutable so returning the function itself should be a guaranteed resolve (concerning Vimeo methods, not Promises in general).
Overlay Layout
Instead of clicking an iframe which is filled with a video player that will do 100 other tasks except your custom callback, you need to click an element outside of the iframe. As a background video without controls, you are very limited. I suggest an element that covers the iframe player edge to edge so that the user clicks it and nothing else. The following are the steps to setup an overlay:
Wrap the iframe player (#vFrame0 in the demo) in a relpos🞳 parent container (a.k.a. .box)
Place an older sibling🗡 abspos🞳 element (a.k.a. .overlay) inside the parent with the iframe player.
Set the older sibling "above" the player by setting its z-index at l more than the iframe player and the necessary CSS properties (see demo CSS for .overlay) to ensure that the older sibling covers the iframe player edge to edge completely.
Register the click event to the overlay element so when the player ignores the click event, the event will bubble back to the older sibling overlay element. The overlay element is now a proxy of sorts and will run the callback:
var sVol = player.setVolume(1); return sVol
Demo
This Demo does not function because there are conflicts between Vimeo's connections and SO's security measures. For a functioning Demo review this Plunker or this Plunker.
<!DOCTYPE html>
<html>
<head>
<base href="https://player.vimeo.com/api/demo">
<meta charset='utf-8'>
<style>
.box {
display: table;
border: 3px dashed red;
position: relative;
}
.overlay {
cursor: pointer;
display: table-cell;
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
min-height: 100%;
z-index: 1;
}
.overlay::before {
position: absolute;
cursor: pointer;
display: block;
content: '🕪';
font-size: 2em;
width: 2em;
height: 2em;
color: cyan;
opacity: 0;
transition: opacity .5s ease 3s;
}
.overlay:hover::before {
opacity: 1;
transition: .5s ease;
}
.mute.overlay::before {
content: '🕩';
}
</style>
</head>
<body>
<figure class='box'>
<figcaption class='overlay mute'></figcaption>
<div id='vFrame0' data-vimeo-id="76979871" data-vimeo-autoplay data-vimeo-background></div>
</figure>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src='https://player.vimeo.com/api/player.js'></script>
<script>
var player = new Vimeo.Player('vFrame0', options);
var options = {
mute: true
};
$('.overlay').on('click', function(e) {
var state = $(this).hasClass('mute') ? player.setVolume(1) : player.setVolume(0);
$(this).toggleClass('mute');
return state;
});
</script>
</body>
</html>
🞳relpos: position: relative | abspos position: absolute
🗡older sibling an element that is positioned before the element being referred to.
$('.button-trigger').click(function (e) {
let element = $('iframe').attr('src');
element = element.replace("autoplay=0", "autoplay=1");
$('iframe').attr('src', element);
});

Stuttering orbit animation when updating css through javascript over small interval

I'm trying to make some DOM element rotate smoothly around a fixed point. I'm writing this from scratch using jQuery and no matter what update speed I choose for the setInterval or how small I go with the amount of degrees the orbit advances on each loop, I get this janky staircase animation effect. I've tried using jquery's .animate instead of the .css hoping it would smooth things out but I cant seem to get it to work. Any help is appreciated.
In other words, it's not as smooth as rotating an image in HTML5 canvas. I want to make it smoother.
Here is a jsFiddle demonstrating the issue.
Notice how the animation is not quite smooth?
For reference, here is the code:
HTML
<div id="div"></div>
<div class="dot"></div>
<button class="stop">STOP</button>
<button class="start">START</button>
CSS
#div{
position:absolute;
height: 20px;
width: 20px;
background-color: #000;
}
.dot{
position:absolute;
width: 5px;
height: 5px;
background-color: #000;
}
button{
position:absolute;
}
.stop{
top:200px;
}
.start{
top:225px;
}
THE ALL IMPORTANT JAVASCRIPT
$(document).ready(function(){
$('#div').data('angle', 90);
var interval;
$('.stop').on('click', function(){
if(interval){
clearInterval(interval);
interval = undefined;
}
});
$('.start').on('click', function(){
if(!interval){
interval = setBoxInterval();
}
});
interval = setBoxInterval();
});
function drawOrbitingBox(degrees){
var centerX = 100,
centerY = 100,
div = $('#div'),
orbitRadius = 50;
//dot might not be perfectly centered
$('.dot').css({left:centerX, top:centerY});
//given degrees (in degrees, not radians), return the next x and y coords
function coords(degrees){
return {left:centerX + (orbitRadius * Math.cos((degrees*Math.PI)/180)),
top :centerY - (orbitRadius * Math.sin((degrees*Math.PI)/180))};
}
//increment the angle of the object and return new coords through coords()
function addDegrees(jqObj, degreeIncrement){
var newAngle = jqObj.data('angle') + degreeIncrement;
jqObj.data('angle', newAngle);
return coords(newAngle);
}
//change the left and top css property to simulate movement
// I've tried changing this to .animate() and using the difference
// between current and last position to no avail
div.css(addDegrees(div, degrees), 1);
}
function setBoxInterval(){
var interval = window.setInterval(function(){
drawOrbitingBox(-0.2); //This is the degree increment
}, 10); //This is the amount of time it takes to increment position by the degree increment
return interval;
}
I'd rather not resort to external libraries/plugins but I will if that's the accepted way of doing this kind of stuff. Thank you for your time.
That's because the value you set for top and left properties is rounded up. You should try using CSS Transforms.
Combining CSS Animations/Transitions and CSS Transforms you should also be able to get the animation without JavaScript.
Oh, I run into that myself!
There is actually nothing you can do, the stuttering you see is the pixel size. The pixel is the minimal step for css based animations, you can't do "half pixels" or "0.2 pixels". You will see that the same keeps happening with css3 animations.
The only solution is to speed up your animation, i'm afraid.
Also, cosndsider using rquestAnimationFrame instead of interval: https://developer.mozilla.org/en-US/docs/Web/API/window.requestAnimationFrame

Creating masks across browsers

I see that there are ways to do this in webkit browsers, but I don't see ways to do it in others. Is this simply a feature that hasn't been implemented in all the browsers?
I don't have standard images, so clip won't work. I may have to render everything ahead of time, which will make my work exponential, but you deal with what you have, right?
I'd also want to be able to activate this stuff from javascript. :/
Thanks if you can provide support.
Just off the top of my head - and without an actual problem from you for us to solve - here's a possible way to accomplish what you want...
HTML
<div class="myImage">
<img src="path_to_image" title="Lorem ipsum" alt="Dolar sit amet" />
<div class="myMask">
</div><!-- /myMask -->
</div><!-- /myImage -->
CSS
.myImage {
position: relative;
}
.myMask {
position:absolute;
top: 0;
left: 0;
background-color: transparent;
background-image: url('path_to_masking_image');
}
Alternatively, use an <img /> inside the myMask div, and remove the background-image property from the CSS.
The way it's currently laid out, you would need two images: the image itself in all its glory, and the mask.
The way you would accomplish the 'masking effect' is to have the mask image be a static solid color that matches background of the container its in - ie white, black, whatever.
Kapeesh? This would work in all browsers, which is what you asked for. The background-clip property has -webkit and -moz selectors, but is not supported in browsers like IE or (to my knowledge) Opera.
Here are my 2 cents, if it is indeed CSS Sprites you are after.
<head>
<style type="text/css"><!--
#imagemask {
background-image: url(image.png);
background-repeat: no-repeat;
background-color: transparent;
height: 40px;
width: 40px;
}
.mask1 { background-position: top left; }
.mask2 { background-position: 0 40px; }
.mask3 { background-position: 0 80px; }/* And so on, however your image file is 'layed out' */
--></style>
<script type="text/javascript">
function mask1(){ document.getElementById("imagemask").setAttribute("class", "mask1"); }
function mask2(){ document.getElementById("imagemask").setAttribute("class", "mask1"); }
function mask3(){ document.getElementById("imagemask").setAttribute("class", "mask1"); }
</script>
</head>
<body>
mask 1
mask 2
mask 3
<div id="imagemask" class="mask1"></div>
</body>
We define the div#imagemask to contain 1 image file as a background and set it to not repeat around, as that would sort of defy the point.
We define how to "move around" the image inside the "mask" (div) with fixed width and height.
As a reference, I've then added the javascript you need to switch between the masks on the fly. I wrote that in about 10 seconds, you could probably write something a little more elegant if you want.
Add the links with onclick= events
Finally, add the div#imagemask to the body.
Given that I don't know the width or height of your image file or it's target masking, you'll have to do some substantial edits to this code. But you get the idea :)
I'm just going to skip the CSS variant in favor of this:
Example of a working mask: http://gumonshoe.net/NewCard/MaskTest.html
I acquired a javascript class from another website tutorial:
http://gumonshoe.net/js/canvasMask.js
It reads the image data and applies the alpha pixels from the mask to the target image:
function applyCanvasMask(image, mask, width, height, asBase64) {
// check we have Canvas, and return the unmasked image if not
if (!document.createElement('canvas').getContext) return image;
var bufferCanvas = document.createElement('canvas'),
buffer = bufferCanvas.getContext('2d'),
outputCanvas = document.createElement('canvas'),
output = outputCanvas.getContext('2d'),
contents = null,
imageData = null,
alphaData = null;
// set sizes to ensure all pixels are drawn to Canvas
bufferCanvas.width = width;
bufferCanvas.height = height * 2;
outputCanvas.width = width;
outputCanvas.height = height;
// draw the base image
buffer.drawImage(image, 0, 0);
// draw the mask directly below
buffer.drawImage(mask, 0, height);
// grab the pixel data for base image
contents = buffer.getImageData(0, 0, width, height);
// store pixel data array seperately so we can manipulate
imageData = contents.data;
// store mask data
alphaData = buffer.getImageData(0, height, width, height).data;
// loop through alpha mask and apply alpha values to base image
for (var i = 3, len = imageData.length; i < len; i = i + 4) {
imageData[i] = alphaData[i];
}
// return the pixel data with alpha values applied
if (asBase64) {
output.clearRect(0, 0, width, height);
output.putImageData(contents, 0, 0);
return outputCanvas.toDataURL();
}
else {
return contents;
}
}

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