I'm trying to make an image drop up/down from a menu whenever the user clicks on the menu image which hasonClick="move()"in the tag. So far The image starts at the top of the page, behind the menu, so it is hidden, then slides down as intended. However, after the image reaches it's stopping point, clicking the menu again does nothing at all when I test the page in both IE and Chrome. In Dreamweaver, the code executes as intended, with the ability to slide the image up after it reaches the bottom and back down again. I've tried changing the call to setInterval() because I assumed that is where the problem was but nothing seems to be working. Why does Dreamweaver execute the code properly but not Chrome or IE?
var onMusic=false;
var id;
function move() {
if(!onMusic) {
moveDown()
}
else {
moveUp()
}
}
function moveUp() {
top=100
id = setInterval(function() {
top-=10 // update parameters
document.getElementById('guitar').style.top = top + 'px' // show frame
if (top <= -500) {// check finish condition
onMusic=false
clearInterval(id)
}
}, 10) // draw every 10ms
}
function moveDown() {
var top=-500
id = setInterval(function() {
top+=10 // update parameters
document.getElementById('guitar').style.top = top + 'px' // show frame
if (top == 100) {// check finish condition
onMusic=true
clearInterval(id)
}
}, 10) // draw every 10ms
}
id is only visible from the scope of the moveDown function. Make it global so that you can call clearInterval(id) in moveUp.
Change
function moveDown() {
var top=-500
var id = setInterval(function() {
to
var id;
function moveDown() {
var top=-500
id = setInterval(function() {
And changing the dom every tenth of millisecond (.1) might be a little extrem...
I think the problem was:
top=100
// should be
var top = 100;
You can try in the console to see what I mean:
>top = 12
12
> top
Window {top: Window, window: Window, location: Location, Proxy: Object, external: Object…}
But I cleaned it up a little more in jsfiddle:
http://jsfiddle.net/pNh57/1/
Related
So. Like in my question, i create a Matrix intro, on my deskop(chrome) everything going smoothly. But, when i upload everything in to CodePen my animation stops on final step... Where is a issue?!
For sure there is a trouble with that part of code:
setTimeout(function() {
var elem = document.getElementById("spark");
var size = 0;
var pos=50;
var id = setInterval(frame, 1);
function frame() {
if(size>200){
//if would you like to run animation ones and relocate user to your main website use window.location.href=''; instead of location.reload();
window.location.reload();
}
else{
size+=2;
pos-=1;
elem.style.top = pos+"%";
elem.style.left = pos+"%";
elem.style.width = size + '%';
elem.style.height = size + '%';
}
}
},30000);
full code avaible on codepen
I try to change size, use only location.reload() but nothing. on a spot when function should reload it stops...
2nd issue is that, my function executes so slow... on mobile devices(samsung J5). So there needs to be some problem also but with ones?!
history.go(0); not working eater.
I have an image embedded in a container with a background image to give the effect of scrolling within the page. Initially, I had the scrolling effect take place on page load, with this simple bit of script which worked perfectly.
$(window).on("load", function () {
$(".embedded_scroller_image").animate({ scrollTop: $('.embedded_scroller_image')[0].scrollHeight}, 2500, "easeInOutCubic");
}); // end on load
However, the element is too far down the page now and I want that animation to fire when the element enters 80% of the viewport. That part is also working fine with this code here (I'm using a scroll limiter to improve browser performance)
// limit scroll call for performance
var scrollHandling = {
allow: true,
reallow: function() {
scrollHandling.allow = true;
},
delay: 500 //(milliseconds) adjust to the highest acceptable value
};
$(window).on('scroll', function() {
var flag = true;
if(scrollHandling.allow) { // call scroll limit
var inViewport = $(window).height()*0.8; // get 80% of viewport
$('.embedded_scroller_image').each(function() { // check each embedded scroller
var distance = $(this).offset().top - inViewport; // check when it reaches offset
if ($(window).scrollTop() >= distance && flag === true ) {
$(this).animate({ scrollTop: $(this)[0].scrollHeight}, 2500, "easeInOutCubic"); //animate embedded scroller
flag = false;
}
});
} // end scroll limit
}); // end window scroll function
The problem is this: I want the autoscroll to happen once and then stop. Right now, it works on entering viewport, but if I then try to manually scroll the image, it keeps pushing back down or stutters. You can't get the element to scroll normally. I attempted to use the flag in the code to stop the animation, but couldn't get that to successfully work.
How can I have this animation fire when the element is 80% in the viewport, but then completely stop after one time?
Here is a codepen I mocked up as well http://codepen.io/jphogan/pen/PPQwZL?editors=001 If you scroll down, you will see the image element autoscroll when it enters the viewport, but if you try to then scroll that image up in its container, it won't work.
Thanks!
I have tweaked your script a bit:
// limit scroll call for performance
var scrollHandling = {
allow: true,
reallow: function() { scrollHandling.allow = true; },
delay: 500 //(milliseconds) adjust to the highest acceptable value
};
$(window).on('scroll', function() {
if(scrollHandling.allow) { // call scroll limit
var inViewport = $(window).height()*0.8; // get 80% of viewport
$('.embedded_scroller_image').each(function() { // check each embedded scroller
var distance = $(this).offset().top - inViewport; // check when it reaches offset
if ($(window).scrollTop() >= distance ) {
$(this).animate({ scrollTop: $(this)[0].scrollHeight}, 2500, "easeInOutCubic"); //animate embedded scroller
scrollHandling.allow = false;
}
});
} // end scroll limit
}); // end window scroll function
I have kicked out your flag and simply made use of scrollHandling.allow declared already.
Try if it works for you :)
Cheers!
Is there some JavaScript code I can execute to scroll to the top of the messages box on Facebook? So when you click 'see all' and go the main message page, if you scroll up it loads more messages. I want to force the it to keep scrolling up to keep loading messages. I've tried
document.body.scrollTop = document.documentElement.scrollTop = 0;
But that of course only scrolls to the top of the actual page. Any ideas on how to scroll the messages box up?
Select a conversation and try this script (load it through the console):
var autoLoad = {
messagesContainer: document.querySelector('#contentArea [role=main] .uiScrollableAreaContent'),
start: function (speed) {
var messagesContainer = this.messagesContainer,
loadMore = document.querySelector('[role=log] .pam.uiBoxLightblue.uiMorePagerPrimary');
speed = parseInt(speed, 10) || 1000;
clearInterval(this.interval);
this.interval = setInterval(function () {
messagesContainer.style.top = '0px';
loadMore.click();
}, speed);
},
stop: function () {
clearInterval(this.interval);
this.messagesContainer.style.top = '';
}
};
To start it, type:
// Takes a 'speed' parameter, defaults to 1000 milliseconds
autoLoad.start(1200);
And to stop it (necessary for the scrollbar to re-appear):
autoLoad.stop();
Explanation:
After exploring Facebook's DOM, I found some selectors that specifically target the elements that are needed for this to work:
The messages container, which holds the messages
The 'load more' link, that triggers facebook's script in charge of loading more messages.
The messages container scrollable area doesn't use native scrolling, instead, it uses bottom and top to set it's current scroll position.
So, if you want to scroll to the top, you set the container to top: '0', and since this way, the messages auto-load AJAX only triggers once, you need to trigger it manually after every scroll to top. I managed to do this simply by executing click in the link that triggers the AJAX.
I tried to get the most specific classes/selectors that I could find, and the ones that sounded more general, since I don't know if Facebook generates ids/classes dynamically in some way.
I tested this under Firefox and Chrome, explore the code a bit and change it to fit your needs. I hope this works for you as is, otherwise, you can use the DOM explorer to find the appropriate selectors.
I had to tweak the script to use "scrollTop" instead of "style.top".
var autoLoad = {
messagesContainer: document.querySelector('#globalContainer [role=main] .uiScrollableAreaContent'),
start: function (speed) {
var messagesContainer = this.messagesContainer,
loadMore = document.querySelector('#js_d');
speed = parseInt(speed, 10) || 1000;
clearInterval(this.interval);
this.interval = setInterval(function () {
messagesContainer.scrollTop = 0;
loadMore.scrollTop = 0;
/* loadMore.click(); */
}, speed);
},
stop: function () {
clearInterval(this.interval);
this.messagesContainer.style.top = '';
}
};
Nov 2021 #user4698813 code update:
var autoLoad = {
messagesContainer: document.querySelector('[role=main]'),
start: function (speed) {
var messagesContainer = this.messagesContainer,
loadMore = document.querySelector('[data-release-focus-from]');
speed = parseInt(speed, 10) || 1000;
clearInterval(this.interval);
this.interval = setInterval(function () {
messagesContainer.scrollTop = 0;
loadMore.scrollTop = 0;
/* loadMore.click(); */
}, speed);
},
stop: function () {
clearInterval(this.interval);
this.messagesContainer.style.top = '';
}
};
I had an idea for like a bus window as a fixed frame, about 800px wide, with a parallax city with the content on billboards spaced out so when you scroll between them it allows the parallax to look like bus is moving. The content will be much bigger than the window like a sprite and I'll put forward and back buttons that will scrollBy (x amount, 0). I have a working parallax script and a rough cityscape of 3 layers that all work fine.
I have hit a wall. I am trying to clear a scrollBy animation after it scrolls 1000px. Then you click it again and it goes another 1000px. This is my function.
function scrollForward() {
window.scrollBy(5,0);
scrollLoop = setInterval('scrollForward()',10);
}
So far I can only clear it when it gets to 1000. I tried doing 1000 || 2000 ect but after the first one it goes really fast and won't clear.
Excelsior https://stackoverflow.com/users/66580/majid-fouladpour wrote a great piece of code for someone else with a different question. It wasn't quite right for what the other guy wanted but it is perfect for me.
function scrollForward() {
var scrolledSoFar = 0;
var scrollStep = 75;
var scrollEnd = 1000;
var timerID = setInterval(function() {
window.scrollBy(scrollStep, 0);
scrolledSoFar += scrollStep;
if( scrolledSoFar >= scrollEnd ) clearInterval(timerID);
}, 10);
}
function scrollBack() {
var scrolledSoFar = 0;
var scrollStep = -75;
var scrollEnd = -1000;
var timerID = setInterval(function() {
window.scrollBy(scrollStep, 0);
scrolledSoFar += scrollStep;
if( scrolledSoFar <= scrollEnd ) clearInterval(timerID);
}, 10);
}
Now for step two figuring out how to put this content animation behind a frame.
Not quite sure what your asking here. Perhaps you could provide more relevant code?
I do see a potential issue with your code. You call setInterval('scrollForward()', 10) which will cause scrollForward to be called every 10ms. However, each of those calls to scrollForward will create more intervals to scrollForward creating a sort of explosion of recursion. You probably want to use setTimeout or create your interval outside of this function.
Also, as an aside you can change your code to simply: setInterval(scrollForward, 10). Removing the quotes and the parens makes it a littler easier to read and manager. You can even put complex, lambda functions like:
setInterval(function() {
scrollForward();
// do something else
}, 10);
edit:
So if you know that scrollForward moves the item 10px, and you want it to stop after it moves the item 1000px, then you simply need to stop it has moved that much. I still don't know how your code is actually structured, but it might look something like the following:
(function() {
var moved_by = 0;
var interval = null;
var scrollForward = function() {
// move by 10px
moved_by += 10;
if (moved_by === 1000 && interval !== null) {
clearInterval(interval);
}
};
var interval = setInterval(scrollForward, 10);
})();
If you want to clear it after 1000 or 2000, you simply adjust the if statement accordingly. I hope that helps.
I'm trying to implement the marquee tag in jQuery by animation a set of images using animate() function, making them move to the right or left direction.
But, I couldn't figure out when a single image goes to the end of the screen returns individually to the other side.
Because I heard that the window size is not constant for every browser, So is there anyway to implement that?
this is what I came up so far(it's simple and basic):
$(document).ready(function(){
moveThumbs(500);
function moveThumbs(speed){
$('.thumbnails').animate({
right:"+=150"
}, speed);
setTimeout(moveThumbs, speed);
}
});
note: I searched in SO for related questions, but had no luck to find exact information for my specific issue.
Here's a basic script that moves an image across the screen and then resumes on the other side and adapts to the window width.
You can see it working here: http://jsfiddle.net/jfriend00/rnWa2/
function startMoving(img) {
var img$ = $(img);
var imgWidth = img$.width();
var screenWidth = $(window).width();
var amount = screenWidth - (parseInt(img$.css("left"), 10) || 0);
// if already past right edge, reset to
// just left of left edge
if (amount <=0 ) {
img$.css("left", -imgWidth);
amount = screenWidth + imgWidth;
}
var moveRate = 300; // pixels per second to move
var time = amount * 1000 / moveRate;
img$.stop(true)
.animate({left: "+=" + amount}, time, "linear", function() {
// when animation finishes, start over
startMoving(this);
})
}
$(document).ready(function() {
// readjust if window changes size
$(window).resize(function() {
$(".mover").each(function() {
startMoving(this);
});
});
});