So i have the code that is supposed to add when clicked "+10" button 10degree rotation to object, when clicked "+30" button 30degree rotation to the object, the 90degree position to be max available. Now it ads only by one and i dont know how to make it to move as much degree as i want it to move.
http://jsfiddle.net/9Xghf/
var rotateObject = document.getElementById("object");
var objectRotation = 0;
var add10 = document.getElementById("add10");
var add30 = document.getElementById("add30");
add10.onclick = function(){
rotate(0, 10);
}
add30.onclick = function(){
rotate(0, 30);
}
function rotate(index, limit){
if(objectRotation < 90 && index <= limit){
index++;
objectRotation++;
rotateObject.style.transform="rotate(" + objectRotation + "deg)";
rotateObject.style.WebkitTransform="rotate(" + objectRotation + "deg)";
rotateObject.style.msTransform="rotate(" + objectRotation + "deg)";
setTimeout(rotate, 50);
}else{
// 90 degree is the max limit for this object
}
}
Replace the timer by this :
setTimeout(function(){
rotate(index,limit);
}, 50);
nb : this won't work for all browsers
Related
I am trying to get this function to be repeatable without resetting.
For example, when i press a button with this function, the button will move to the right from 0px to 100px. When I press the button again it will go from 100px to 200px and so on. It is supposed to animate as well, so it moves 1px at a time until the loop ends.
The code below only works as a one time use, as in it will move from 0px to 100px and pressing it again makes it go 0px to 100px.
I've been working on this for several hours and looked through many sources of help before asking.
function goRight() {
var pos = 0;
var count = pos;
var elem = document.getElementById("main");
var id = setInterval(move, 5);
function move() {
if(pos == count + 100){elem.style.left = pos + 'px'; clearInterval(id);}
else {pos++; elem.style.left = pos + 'px';}
}
}
function goRight() {
var elem = document.getElementById("main"); // the element
var origin = parseInt(elem.style.left) || 0; // get the left of the element (as an origin for the animation), 0 if not set yet
var pos = 0; // pos initialized to 0
var id = setInterval(move, 5);
function move() {
if(pos == 101) { clearInterval(id); } // if pos is 101, then stop the animation
else { pos++; elem.style.left = (origin + pos) + 'px';} // if not, then increment it and set the left of the element to pos + origin
}
}
I think you must only make pos as a global variable and initiate it outside goRight function
like this:
var pos = 0;
function goRight() {
var count = pos;
var elem = document.getElementById("main");
var id = setInterval(move, 5);
function move() {
if(pos == count + 100){elem.style.left = pos + 'px'; clearInterval(id);}
else {pos++; elem.style.left = pos + 'px';}
}
}
Whats wrong in your code is only every time you call goRight pos will be set to zero and again it will begin from start.
but with a global variable it will be save for next time interval will run.
Everything was going smoothly until now. I want to have this hor() function reverse after 20 seconds. The original hor() function grabs an image offscreen and moves it horizontally from the left to the center of the page. I'd like to create a function that does the opposite after 20 seconds. The "after 20 seconds" part is giving me the most grief. If you could show me what a new function would look like or an 'else' addition to the current function that would be great. Thanks.
<script language="JavaScript" type="text/JavaScript">
var x = -500;
var y = 100;
function hor(val) {
if (x <= 500){
x = x + val;
document.getElementById("pos").style.left = x + "px";
setTimeout("hor(5)", 10);
}
}
</script>
<style type="text/css">
<!--
#pos {
position: absolute;
left: -500px;
top: 100px;
z-index: 0;
}
</style>
<body onLoad="setTimeout('hor(5)',5000)">
<div id="pos">
<img src="image.jpg">
</div>
Perhaps you could try changing the script to this:
// Define variables
var x = -500,
y = 100,
direction = 1;
// Function which moves "pos" element
function hor(val) {
// Move by specified value multiplied by direction
x += val * direction;
if(x > 500){
x = 500;
// Reverse direction
direction = -1;
} else if(x < -500){
x = -500;
// Reverse direction, once again
direction = 1;
}
// Move element
document.getElementById("pos").style.left = x + "px";
// Continue loop
setTimeout("hor("+val+")", 10);
}
This code will continue moving the pos element by the specified value until x greater than 500, at which point it will switch direction, then continue until x reaches -500, and so on.
EDIT:
This code will fix that issue with 20 seconds (I had thought that the 500 pixel thing computed to 20 seconds, lol).
// Define variables
var x = -500,
y = 100,
direction = 1;
firstCall = true;
timeElapsed = 0;
// Function which moves "pos" element
function hor(val) {
// Don't let the first call count!
if(!firstCall)timeElapsed += 10;
else firstCall = false;
if(timeElapsed >= 2000){
// Reverse direction
direction *= -1;
timeElapsed = 0;
}
// Move by specified value multiplied by direction
x += val * direction;
// Move element
document.getElementById("pos").style.left = x + "px";
// Continue loop
setTimeout("hor("+val+")", 10);
}
Try this. Here the img is moved horizontally and after sometime it is reverted back to its original position.
<script>
var x = -500;
var y = 100;
var op;
function hor(val) {
if (x <= 500 && x>=-500) {
x = x + val;
document.getElementById("pos").style.left = x + "px";
setTimeout(function(){hor(val);},10);
}
}
$(document).ready(function(){
setTimeout(function(){hor(5);},1000);
setInterval(function(){
setTimeout(function(){hor(-5);},1000);
},2000);
});
</script>
I have changed the timings for testing purpose only, you can change it back.
var move = function() {
Xpos = Math.round(Math.random() * 95);
food[num].css('left', Xpos + '%');
interval = setInterval(function() {
console.log(i);
var posTop = food[num].offset().top / $(window).height() * 100;
while(posTop < 80) {
if(posTop === 80) {
num++;
break;
}
posTop += 1;
food[num].css('top', posTop + '%');
break;
}
}, speed);
}
//Color the circle
circleColor();
move();
}
OK so this is my code. It creates a circle(a <div> element) on top of the screen and gives it a random x coordinate. Than it puts it in food[] array. The entire code starts by clicking the button, but every time I press the button again the circle that was last moving stops, function creates a new one and the new one moves. Is there a way I can make all elements in the array move without depending on each other?
http://jsfiddle.net/yqwjqx31/
I understand why this happens but I have no idea how to fix it.
First you're using a global variable num in setInterval function handler, so its value get modified while using it in new cercle create, secondly you're clearing interval of the last cercle you created before creating a new cercle. It means you're sharing the same interval between all cercles. Use instead an array of intervals just like var food =[] and use a temporary variable to prevent the index value modification inside your setInterval handler. Here's a working fiddle
//Interval
var interval =[];
var tempNum = num;
interval[num] = setInterval(function() {
var posTop = food[tempNum].offset().top / $(window).height() * 100;
while(posTop < 80) {
if(posTop === 80) {
break;
}
posTop += 1;
food[tempNum].css('top', posTop + '%');
break;
}
}, speed);
Increment your num variable
//Color the circle
circleColor();
move();
num++;
Your move function is only responsible for moving the last generated div via createCircle. If you want to move them all till collision, you need to loop through them all and move them accordingly. Or, you can animate them via CSS.
Here is the working version :
http://jsfiddle.net/yqwjqx31/3/
Notice how the setInterval callback loops through all the div and pushes them down until their height is 80.
var move = function () {
interval = setInterval(function () {
for (var i = 0; i < food.length; ++i) {
var posTop = food[i].offset().top / $(window).height() * 100;
if (posTop < 80) posTop += 1;
food[i].css('top', posTop + '%');
}
}, speed);
}
I am creating a whack-a-mole style game where the user had to click on the correct number in accordance to a sum above that is randomly generated each time a question is answered. The problem that I am having is that the user sometimes has to wait a long time before the answer they need actually appears, and sometimes it takes around ten second for anything to appear. I need the animation to make the divs appear more frequently but I don't know how to make this happen.
Here is the animation attributes for the number divs
function randomFromTo(from, to) {
return Math.floor(Math.random() * (to - from + 1) + from);
}
function scramble() {
var children = $('#container').children();
var randomId = randomFromTo(1, children.length);
moveRandom("char" + randomId);
}
var currentMoving = [];
function moveRandom(id) {
// If this one's already animating, skip it
if ($.inArray(id, currentMoving) !== -1) {
return;
}
// Mark this one as animating
currentMoving.push(id);
var cPos = $('#container').offset();
var cHeight = $('#container').height();
var cWidth = $('#container').width();
var bWidth = $('#' + id).width();
var bHeight = $('#' + id).css('top', '395px').fadeIn(100).animate({
'top': '-55px'
}, AnimationSpeed).fadeOut(100);
maxWidth = cPos.left + cWidth - bWidth;
minWidth = cPos.left;
newWidth = randomFromTo(minWidth, maxWidth);
$('#' + id).css({
left: newWidth
}).fadeIn(1000, function () {
setTimeout(function () {
$('#' + id).fadeOut(1000);
// Mark this as no longer animating
var ix = $.inArray(id, currentMoving);
if (ix !== -1) {
currentMoving.splice(ix, 1);
}
window.cont++;
}, 1000);
});
}
Can someone show me how to make it so that there is always a set number of answers on the screen at once, rather than having long waiting periods with now numbers?
Fiddle:http://jsfiddle.net/xgDZ4/3/
I'm trying to create an loading icon by moving the css 'background-position' of an image in a loop:
$('#LoginButton').click(function () {
var i = 1, h = 0, top;
for (i = 0; i <= 12; i++) {
h = i * 40;
top = h + 'px';
$('#ajaxLoading').css('background-position', '0 -' + top).delay(800);
}
});
The problem here is that it runs to fast so I don't se the 'animation' of the moving background.
So I added jquerys delay(), but:
delay(800) is not working because delay() only works in jquery animation effects and .css() is not one of those.
How to delay this loop?
I'd suggest using jQuery timer plugin: http://jquery.offput.ca/js/jquery.timers.js
$('#LoginButton').click(function () {
var times = 13;
var delay = 300;
var h = 0, top;
$(document).everyTime(delay, function(i) {
top = h + 'px';
$('#ajaxLoading').css('background-position', '0 -' + top);
h += 40;
}, times);
});
In case you don't want any plugins, use setInterva/clearInterval:
$('#LoginButton').click(function () {
var delay = 300;
var times = 13;
var i = 0, h = 0, top;
doMove = function() {
top = h + 'px';
$('#ajaxLoading').css('background-position', '0 -' + top);
h += 40;
++i;
if( i >= times ) {
clearInterval( interval ) ;
}
}
var interval = setInterval ( "doMove()", delay );
});
Have you looked at using animate() instead of css()? I'm not 100% sure I understand what you're trying to accomplish, so this is kinda a shot in the dark.
http://api.jquery.com/animate/
Chrome, Safari and IE3+ should support background-position-y, so if you're targeting these specific browser, using jquery you could just make a timed animation() on backgroundPositionY property - http://snook.ca/archives/html_and_css/background-position-x-y
(On Firefox the effect won't work)
You can use setTimeout() and clearTimeout() functions in order to accomplish that.
IE:
var GLOBAL_i = 0;
function doAnimation() {
var h = GLOBAL_i * 40;
var top = h + 'px';
$('#ajaxLoading').css('background-position', '0 -' + top);
if (GLOBAL_i < 12) {
GLOBAL_i++;
t=setTimeout(doAnimation, 800);
}
}
$('#LoginButton').click(function () {
doAnimation()
});