jquery drag and resize bar chart - javascript

im stuck resolving an issue.
i want to build a bar chart using raphaeljs or another, the main funccionality is that once drawn, the bars should be resizable by the mouse dragging and be able to get their current value once the drag stopped.
i have tried the bellow code but its not working.
function drawchart()
{
var data = [1,2,3];
/*
* Create an instance of raphael and specify:
* the ID of the div where to insert the graph
* the width
* the height
* Tip: Remember that the reference point (0, 0) is at the top left position.
*/
var r = Raphael("holder",600,300);
// start, move, and up are the drag functions
start = function () {
// storing original coordinates
this.ox = this.attr("x");
this.oy = this.attr("y");
this.attr({opacity: 1});
this.sizer.ox = this.sizer.attr("x");
this.sizer.oy = this.sizer.attr("y");
this.sizer.attr({opacity: 1});
},
move = function (dx, dy) {
// move will be called with dx and dy
this.attr({x: this.ox + dx, y: this.oy + dy});
this.sizer.attr({x: this.sizer.ox + dx, y: this.sizer.oy + dy});
},
up = function () {
// restoring state
this.attr({opacity: .5});
this.sizer.attr({opacity: .5});
},
rstart = function () {
// storing original coordinates
this.ox = this.attr("x");
this.oy = this.attr("y");
this.box.ow = this.box.attr("width");
this.box.oh = this.box.attr("height");
},
rmove = function (dx, dy) {
// move will be called with dx and dy
this.attr({x: this.ox + dx, y: this.oy + dy});
this.box.attr({width: this.box.ow + dx, height: this.box.oh + dy});
};
var chart = r.g.barchart(5, 5, 200, 280, data, {stacked: false, type: "square"}).label(['a','b','c']);
chart.drag(move, start, up);
chart.hover(function() {
// Create a popup element on top of the bar
this.flag = r.g.popup(this.bar.x, this.bar.y, (this.bar.value || "0") + "%").insertBefore(this);
}, function() {
// hide the popup element with an animation and remove the popup element at the end
this.flag.animate({opacity: 0}, 300, function () {this.remove();});
});
/*
* Define the default text attributes before writing the labels
*/
r.g.txtattr = {font:"12px Fontin-Sans, Arial, sans-serif", fill:"#000", "font-weight": "bold"};
// iterate over all the bar
for (var i = 0; i < chart.bars[0].length; i++) {
var bar = chart.bars[0][i];
// if the value of the bar is greater or equals to 15 we change the color to red
if (bar.value >= 15) {
bar.attr("fill", "#bf2f2f");
bar.attr("stroke", "#bf2f2f");
}
}
}
any kind of help will be appreciated.
thanks in advance

Related

Getting x/y shift in Fabric object move event

In this jsFiddle I have a Fabric rect that can be dragged. What I need to know is how much the rect was dragged horizontally (X) and vertically (Y).
I'm capturing the moving event, but I have trouble finding the shift in X and Y. How to print the X/Y measure taken from the event? Note that the initial position is x=50, y=50. if I move the rect, then stop and then move again, the shift should be relative to x=50, y=50.
var canvas = new fabric.Canvas('c');
var coords = new fabric.Textbox("not moved yet", {
fontSize: 16,
width: 300
});
var text = new fabric.Textbox("Drag me", {
left: 50,
top: 50,
width: 100,
backgroundColor: 'yellow',
});
canvas.add(coords,text);
canvas.on('object:moving', function(e) {
console.log(e);
var x = e.target.transform.ex;
var y = e.target.transform.ey;
coords.text = 'Moved x = ' + x + ', y = ' + y;
});
You can keep track of the change yourself, just save the initial coordinates into separate variables.
let lastX = text.left
let lastY = text.top
canvas.on('object:moving', function (e) {
const diffX = e.target.left - lastX
const diffY = e.target.top - lastY
coords.text = 'Moved x = ' + diffX + ', y = ' + diffY
})

zoom changes slider behavior css/javascript

I have created a circle slider using JavaScript, and I need it to act right if it gets zoomed in or out.
My issue is when the circle slider gets zoomed in eg. (zoom: 0.5) , the mouse event listener for the slider will not act probably.
This issue only happen if I set the the zoom property to less or bigger than 1 .
You can try and see the differences: https://jsfiddle.net/mqgfxkjf/8/
Change:
<div style="zoom: 1.0">
To:
<div style="zoom: 0.5">
And you will find that it's not acting right while moving the slider to all-directions.
Tested on Chrome
You have to scale the mouse position accordingly to the zoom value.
Let's say you have set zoom value to 0.5, you will have to scale the mouse position (x and y) with the same value. So in order to fix this exact problem, you can do something as simple as just dividing by the scale value: var mPos = {x: (e.clientX / 0.5) - elPos.x, y: (e.clientY / 0.5) - elPos.y };.
I highly suggest that you let the script handle the scale / zoom value so that you can set it as a variable in your script. I.e. something like this:
(function () {
var scaleValue = 0.5;
addZoom(scaleValue);
var $container = $('#container');
var $slider = $('#slider');
var sliderW2 = $slider.width()/2;
var sliderH2 = $slider.height()/2;
var radius = 200;
var deg = 0;
var elP = $('#container').offset();
var elPos = { x: elP.left, y: elP.top};
var X = 0, Y = 0;
var mdown = false;
$('#container')
.mousedown(function (e) { mdown = true; })
.mouseup(function (e) { mdown = false; })
.mousemove(function (e) {
if (mdown) {
var mPos = {x: (e.clientX / scaleValue) - elPos.x, y: (e.clientY / scaleValue) - elPos.y };
var atan = Math.atan2(mPos.x-radius, mPos.y-radius);
deg = -atan/(Math.PI/180) + 180; // final (0-360 positive) degrees from mouse position
X = Math.round(radius* Math.sin(deg*Math.PI/180));
Y = Math.round(radius* -Math.cos(deg*Math.PI/180));
$slider.css({ left: X+radius-sliderW2, top: Y+radius-sliderH2 });
// AND FINALLY apply exact degrees to ball rotation
$slider.css({ WebkitTransform: 'rotate(' + deg + 'deg)'});
$slider.css({ '-moz-transform': 'rotate(' + deg + 'deg)'});
//
// PRINT DEGREES
$('#value').html('angle deg= '+deg);
}
});
})();
function addZoom(scaleValue) {
$('#zoom-container').css('zoom', scaleValue);
}
Fiddle:
https://jsfiddle.net/mqgfxkjf/10/

How to get a collision function to work properly in Javascript?

I'm pretty close to finish this program using Canvas. This program is simply a ball that falls down from top to bottom and there's a basket that catches it, that is it. However, I have the following issues.
1) When I press the left or right arrows from keyboard for more than couple of times somehow the basket will go all the way to either left or right and disappear.
2) When the ball hits the basket nothing happens (my Collision detection function doesn't work properly). However, I should say that my collision detection works just fine when the balls hits the ground (alert message shows up saying "Ball hit the ground").
Is there a way to show a message on the top of the canvas like "1 point" every time the basket catches a ball ( if there are 5 balls then I should get a message to say "5 points")
Can someone tell me what I am doing wrong please? Thank you so much in advance!!
LIVE CODE HERE
http://codepen.io/HenryGranados/pen/QNOZRa
Here's my code :
//create the constructor for the class pad
function Pad() {
//initialisation code will go here
//create private variables for the x and y coordinates
var x = 200,
y = 200,
vx = 0,
vy = 0,
padX = (canvas.width - 20) / 2;
rightPressed = false,
leftPressed = false;
//create the draw function to give us the draw method
//it accepts one parameter which is the context from the canvas it is drawn on
Pad.prototype.draw = function (context) {
//save the state of the drawing context before we change it
context.save();
//set the coordinates of the drawing area of the new shape to x and y
context.translate(x, y);
//start the line (path)
context.beginPath();
context.fillStyle = "#800000"; // This is the basket
context.moveTo(15, 20);
context.bezierCurveTo(20, 100, 150, 100, 150, 20);
//close the path
context.closePath();
context.fill();
//go ahead and draw the line
context.stroke();
//restore the state of the context to what it was before our drawing
context.restore();
}
//create a public property called X (note caps!)
Object.defineProperty(this, 'X',
{
//getter
get: function () {
//return the value of x (lower case)
return x;
},
//setter
set: function (value) {
//ste the value of x (lower case)
x = value;
}
}
)
//create a public property called Y (note caps!)
Object.defineProperty(this, 'Y',
{
//getter
get: function () {
//return the value of y (lower case)
return y;
},
//setter
set: function (value) {
//ste the value of y (lower case)
y = value;
}
}
)
padX = function () {
if (rightPressed && padX < canvas.width - 20) {
padX += 5;
}
else if (leftPressed && padX > 0) {
padX -= 5;
}
}
Pad.prototype.move = function () {
//change the x axis by the x velocity
x += vx;
//change the y axis by the y velocity
y += vy;
}
Pad.prototype.setVector = function (vector) {
//set the vx value based on this vector
vx = vector.VX;
//set the vy value based on this vector
vy = vector.VY;
}
//public method to set the vector of the saucer
Pad.prototype.accelerate = function (Acceleration) {
//set vx
vx += Acceleration.AX;
////set vy
//vy += Acceleration.AY;
}
//create a public property called Top
Object.defineProperty(this, 'Top',
{
//getter
get: function () {
//return the y posn less the height
return y - 10;
}
}
)
//create a public property called Bottom
Object.defineProperty(this, 'Bottom',
{
//getter
get: function () {
//return the y posn plus the height
return y + 10;
}
}
)
//create a public property called Left
Object.defineProperty(this, 'Left',
{
//getter
get: function () {
//return the x posn less the width
return x - 80;
}
}
)
//create a public property called Right
Object.defineProperty(this, 'Right',
{
//getter
get: function () {
//return the x posn plus the width
return x + 80;
}
}
)
}
(1) There are at least two options to solve this problem
in your Pad.move function you could limit the change of x. You change it only when its within canvas width:
Pad.prototype.move = function() {
//change the x axis by the x velocity
var canvasWidth = 400,
padWidth = 150;
if (x + vx < canvasWidth - padWidth && x + vx >= 0)
x += vx;
//change the y axis by the y velocity
y += vy;
}
or similarly as you create ground you could create walls on both sides and collide pad with them.
(2) There is no collision handling between ball and pad:
place it in function drawFrame():
if (collision.Overlapping(ball, pad)) {
context.strokeText('ball hit pad!',20,100)
//..do some other stuff here
}
(3)Which brings us to showing message on canvas, you can just draw text on canvas
var ctx = canvas.getContext("2d");
ctx.font = "30px Arial";
ctx.fillText("Hello World",10,50);
Demo: http://codepen.io/anon/pen/RaxwLp?editors=1011
Pad was blocked because when key is pressed acceleration is always increased, so in order to move in opposite direction first it must go to 0 which takes quite some time. I have added keyup event and when key is released acceleration is zeroed:
if(leftPressed){
acceleraton.HThrust(.01);
}else if(rightPressed){
acceleraton.HThrust(-.01);
}else{
acceleraton.Halt();
}

Is there a way to automatically generate a pseudo image map?

Hitbox Overlay IIFE Code
//CSS Hitbox Solution 08-26-2015
//StackOverflow - https://stackoverflow.com/questions/32233084/show-an-element-without-hitbox-does-not-take-mouse-touch-input
//Detect MouseOver https://stackoverflow.com/questions/1273566/how-do-i-check-if-the-mouse-is-over-an-element-in-jquery
//Source: https://stackoverflow.com/questions/3942776/using-jquery-to-find-an-element-at-a-particular-position
//https://css-tricks.com/snippets/jquery/get-x-y-mouse-coordinates/
(function($) {
$.mlp = {
x: 0,
y: 0
}; // Mouse Last Position
function documentHandler() {
var $current = this === document ? $(this) : $(this).contents();
$current.mousemove(function(e) {
jQuery.mlp = {
x: e.pageX,
y: e.pageY
};
});
$current.find("iframe").load(documentHandler);
}
$(documentHandler);
$.fn.ismouseover = function(overThis) {
var result = false;
this.eq(0).each(function() {
var $current = $(this).is("iframe") ? $(this).contents().find("body") : $(this);
var offset = $current.offset();
result = offset.left <= $.mlp.x && offset.left + $current.outerWidth() > $.mlp.x && offset.top <= $.mlp.y && offset.top + $current.outerHeight() > $.mlp.y;
});
return result;
};
})(jQuery);
$('.notification-box').on("click", function() {
$("button").each(function(i) {
var iteratedButton = $('button:eq(' + i + ')');
var buttonID = iteratedButton.attr("id");
if (iteratedButton.ismouseover()) {
iteratedButton.toggleClass(buttonID);
}
});
});
Example 01: Overlay Example for context
Example 02: Concept for auto generating content - Derived from this stackoverflow question.
There is a way by which one can have multiple objects underneath an overlay that masks them. Then, there is a way to have the pointer interact with the elements underneath said overlay if the user clicks at the predetermined point. My question is, may someone please write the code that would, marry the concept of the <map> tag with the IIFE that detects if the point of reference the user clicked is that image and then, act as though it was clicked.
If that did not make sense, simply, I am looking for a process that deviates away from manually setting up coordinates for <area> or having to use tool (which are profound) such as http://www.image-maps.com/. Rather, we would let the pointer do all the work.
We have the following high utility + highly compatible methods: .offset(), .position(), elementFromPoint() and the ability to put elements behind a mask utilizing basic CSS.
So we could combine the IIFE Overlay hitbox method above + ???? = Profit (good bye mapping coordinates via <map>).
I just do not know what the ???? is. I do know that whatever the solution is, I would prefer that it works in all browsers (including IE 5).
Lastly, the process should be fairly automatic in design, setup and implementation.
Whoever creates it, please dub it autoMapperJs (as it would not be limited to images).
Update:
A core feature component of the ???? has been realized as noted by #Alex in the comments. CreateJs notices when the pointer is hovered over a non-transparent area of a image. That is powerful and should be standard in the tool created. It also seems to utilize .mousemove() and z-index. Please keep commenting, as collectively, I feel a solution can be found.
Here's a start. Put images into an array of layers and placements on canvas then run through them on mouse over for hit. Also put over images in layers array to draw that image when hit.
var can = document.getElementById('image-map');
var W = can.width;
var H = can.height;
var ctx = can.getContext('2d');
var layers = [];
var mouse = {x:0,y:0};
can.addEventListener('mousemove', function(evt) {
mouse = getMousePos(can, evt);
drawCanvas();
}, false);
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
main();
function main() {
initLayers();
drawCanvas();
}
function drawCanvas() {
ctx.clearRect(0, 0, W, H);
var hit = -1;
for (var i =layers.length; i--;) {
var c = layers[i];
if(maskHit(c.img, c.x, c.y)) {
hit = i;
break;
}
}
for (var i =0; i < layers.length; i++) {
var c = layers[i];
var img = hit === i ? c.hov : c.img;
ctx.drawImage(img, c.x, c.y);
}
ctx.drawImage(circ(10,"rgba(255,200,0,.75)"), mouse.x-10/2,mouse.y-10/2);
}
// UTILITY TO DRAW SAMPLE IMAGES
function circ(size, color) {
var can = document.createElement('canvas');
can.width = can.height = size;
var to_rad = Math.PI / 180;
var ctx = can.getContext('2d');
ctx.beginPath();
ctx.moveTo(size, size / 2);
ctx.arc(size / 2, size / 2, size / 2, 0, 360 * to_rad);
ctx.fillStyle = color;
ctx.fill();
return can;
}
function initLayers() {
var s = 75; // size
// PUT YOUR IMAGES IN A LAYERS ARRAY WITH X,Y COORDS FOR CANVAS
// PLACEMENT. X AND Y ARE TOP LEFT CORNDER OF IMAGE. STORE HOVER
// IMAGE FOR MOUSE HIT.
layers = [{
img: circ(s, "#090"),
hov: circ(s, "#C0C"),
x: 123,
y: 12
}, {
img: circ(s, "#F00"),
hov: circ(s, "#C0C"),
x: 63,
y: 12
}, {
img: circ(s, "#00F"),
hov: circ(s, "#C0C"),
x: 3,
y: 12
}];
}
var maskCan = document.createElement("canvas");
maskCan.width=maskCan.height=1;
var maskCtx = maskCan.getContext('2d');
function maskHit(img, x, y) {
// get relative coords to image upper left corner
x = mouse.x - x;
y = mouse.y - y;
if (x < 0 || y < 0 || x > img.width || y > img.height) return false;
//return 1; // square hit, no alpha check
// ALPHA CHECK - draw one pixel, get and check alpha.
// sx sy sw sh dx dy dw dh
maskCtx.clearRect(0,0,1,1);
maskCtx.drawImage(img, x, y, 1, 1, 0, 0, 1, 1);
var imageData = maskCtx.getImageData(0,0,1,1);
//console.log(imageData.data[3])
return imageData.data[3] === 255;
}
#image-map {
border: 1px solid #ACE;
}
<canvas id="image-map" width="200" height="100"></canvas>

How to animate both rotation and transformation in Raphaël

I'm trying to do something I thought would be rather simple. I've an object that I move around stepwise, i.e. I receive messages every say 100 milliseconds that tell me "your object has moved x pixels to the right and y pixels down". The code below simulates that by moving that object on a circle, but note that it is not known in advance where the object will be heading in the next step.
Anyway, that is pretty simple. But now I want to also tell the object, which is actually a set of subobjects, that it is being rotated.
Unfortunately, I am having trouble getting Raphaël to do what I want. I believe the reason is that while I can animate both translation and rotation independently, I have to set the center of the rotation when it starts. Obviously the center of the rotation changes as the object is moving.
Here's the code I'm using and you can view a live demo here. As you can see, the square rotates as expected, but the arrow rotates incorrectly.
// c&p this into http://raphaeljs.com/playground.html
var WORLD_SIZE = 400,
rect = paper.rect(WORLD_SIZE / 2 - 20, 0, 40, 40, 5).attr({ fill: 'red' }),
pointer = paper.path("M 200 20 L 200 50"),
debug = paper.text(25, 10, ""),
obj = paper.set();
obj.push(rect, pointer);
var t = 0,
step = 0.05;
setInterval(function () {
var deg = Math.round(Raphael.deg(t));
t += step;
debug.attr({ text: deg + '°' });
var dx = ((WORLD_SIZE - 40) / 2) * (Math.sin(t - step) - Math.sin(t)),
dy = ((WORLD_SIZE - 40) / 2) * (Math.cos(t - step) - Math.cos(t));
obj.animate({
translation: dx + ' ' + dy,
rotation: -deg
}, 100);
}, 100);
Any help is appreciated!
If you want do a translation and a rotation too, the raphael obj should be like that
obj.animate({
transform: "t" + [dx , dy] + "r" + (-deg)
}, 100);
Check out http://raphaeljs.com/animation.html
Look at the second animation from the top on the right.
Hope this helps!
Here's the code:
(function () {
var path1 = "M170,90c0-20 40,20 40,0c0-20 -40,20 -40,0z",
path2 = "M270,90c0-20 40,20 40,0c0-20 -40,20 -40,0z";
var t = r.path(path1).attr(dashed);
r.path(path2).attr({fill: "none", stroke: "#666", "stroke-dasharray": "- ", rotation: 90});
var el = r.path(path1).attr({fill: "none", stroke: "#fff", "stroke-width": 2}),
elattrs = [{translation: "100 0", rotation: 90}, {translation: "-100 0", rotation: 0}],
now = 0;
r.arrow(240, 90).node.onclick = function () {
el.animate(elattrs[now++], 1000);
if (now == 2) {
now = 0;
}
}; })();

Categories