I am new to JavaScript and jQuery development and I want to ask what is the most simple way of making html text slowly disappear letter by letter using JavaScript?
Thanks.
Since I got even more curious, I think I created the exact one that you are looking for,
DEMO: http://jsfiddle.net/DbknZ/3/
$(function() {
var $test = $('#test');
var initText = $.trim($test.text()), ptr = 0;
var timer = setInterval(function() {
var ln = $.trim($test.find('.trans').text().length);
if (ln == initText.length) {
$test.empty();
clearInterval(timer);
}
$('#test').html(function() {
return $('<span>').addClass('removeMe')
.html(initText.substring(ptr++ , ptr))
.before($('<span>').addClass('trans').
html(initText.substring(0 , ptr-1)))
.after(initText.substring(ptr));
}).find('span.removeMe').animate({'opacity': 0}, 10);
}, 20);
});
I just got curious and wrote a small thing for you.. which could be a starter..
Basically it is a timer which removes letter by letter.. See below.
DEMO: http://jsfiddle.net/TTv7L/1/
HTML:
<div id="test">
This is a test page to demonstrate text disapper letter by letter
</div>
JS:
$(function () {
var $test = $('#test');
var timer = setInterval( function () {
var ln = $test.text().length;
if (ln == 0) clearInterval(timer);
$('#test').text(function (i, v) {
return v.substring(1);
});
}, 100);
});
Related
So here is the thing, I have a sidebar that has big height due the lots of navigation links. And I'm using jQuery nicescroll plugin to make it look fine. In the sidebar I also have h3 tag which makes a random effect of showing letters (see the code) every 4 seconds. So, when it's on - scroll is not working at all for these 4 seconds and you can't do any scrolling. I tried to use $("#sidebar").getNiceScroll().resize() but it doesn't work either. Is there any way to make it work?
<div id="sidebar">
<h3 id="output">Random</h3>
</div>
//Calling for nicescroll function for my sidebar
$(function(){
$("#sidebar").niceScroll({ cursorcolor:"#66aee9", cursorfixedheight: 400 });
})
//Random effect for my h3 tag
setInterval(function(){
$(document).ready(function(){
var theLetters = "abcdefghijklmnopqrstuvwxyz#%&^+=-"; //You can customize what letters it will cycle through
var ctnt = "Random"; // Your text goes here
var speed = 50; // ms per frame
var increment = 8; // frames per step. Must be >2
var clen = ctnt.length;
var si = 0;
var stri = 0;
var block = "";
var fixed = "";
//Call self x times, whole function wrapped in setTimeout
(function rustle (i) {
setTimeout(function () {
if (--i){rustle(i);}
nextFrame(i);
si = si + 1;
}, speed);
})(clen*increment+1);
function nextFrame(pos){
for (var i=0; i<clen-stri; i++) {
//Random number
var num = Math.floor(theLetters.length * Math.random());
//Get random letter
var letter = theLetters.charAt(num);
block = block + letter;
}
if (si == (increment-1)){
stri++;
}
if (si == increment){
// Add a letter;
// every speed*10 ms
fixed = fixed + ctnt.charAt(stri - 1);
si = 0;
}
$("#output").html(fixed + block);
block = "";
}
});
}, 4000);
I change to rows and check it in jsfiddle, looks like working scroll fine.
Before:
setInterval(function(){
$(document).ready(function(){
...
});
}, 4000);
After:
$(document).ready(function(){
setInterval(function(){
...
}, 4000);
});
I have a word counter running on a DIV and after typing in a few words, the page crashes. The browser continues to work (par scrolling) and no errors are showing in Chrome's console. Not sure where I'm going wrong...
It all started when I passed "wordCount(q);" in "keyup". I only passed it there as it would split-out "NaN" instead of a number to countdown from.
JS:
wordCount();
$('#group_3_1').click(function(){
var spliced = 200;
wordCount(spliced);
}) ;
$('#group_3_2').click(function(){
var spliced = 600;
wordCount(spliced);
}) ;
function wordCount(q) {
var content_text = $('.message1').text(),
char_count = content_text.length;
if (char_count != 0)
var word_count = q - content_text.replace(/[^\w ]/g, "").split(/\s+/).length;
$('.word_count').html(word_count + " words remaining...");
$('.message1').keyup(function() {
wordCount(q);
});
try
{
if (new Number( word_count ) < 0) {
$(".word_count").attr("id","bad");
}
else {
$(".word_count").attr("id","good");
}
} catch (error)
{
//
}
};
HTML:
<input type="checkbox" name="entry.3.group" value="1/6" class="size1" id="group_3_1">
<input type="checkbox" name="entry.3.group" value="1/4" class="size1" id="group_3_2">
<div id="entry.8.single" class="message1" style="height: 400px; overflow-y:scroll; overflow-x:hidden;" contenteditable="true"> </div>
<span class="word_count" id="good"></span>
Thanks in advanced!
This is causing an infinite loop if (new Number(word_count) < 0) {.
Your code is a mess altogether. Just study and start with more basic concepts and start over. If you want to describe your project to me in a comment, I would be glad to show you a good, clean, readable approach.
Update:
Part of having a good architecture in your code is to keep different parts of your logic separate. No part of your code should know about or use anything that isn't directly relevant to it. Notice in my word counter that anything it does it immediately relevant to its word-counter-ness. Does a word counter care about what happens with the count? Nope. It just counts and sends the result away (wherever you tell it to, via the callback function). This isn't the only approach, but I just wanted to give you an idea of how to approach things more sensefully.
Live demo here (click).
/* what am I creating? A word counter.
* How do I want to use it?
* -Call a function, passing in an element and a callback function
* -Bind the word counter to that element
* -When the word count changes, pass the new count to the callback function
*/
window.onload = function() {
var countDiv = document.getElementById('count');
wordCounter.bind(countDiv, displayCount);
//you can pass in whatever function you want. I made one called displayCount, for example
};
var wordCounter = {
current : 0,
bind : function(elem, callback) {
this.ensureEditable(elem);
this.handleIfChanged(elem, callback);
var that = this;
elem.addEventListener('keyup', function(e) {
that.handleIfChanged(elem, callback);
});
},
handleIfChanged : function(elem, callback) {
var count = this.countWords(elem);
if (count !== this.current) {
this.current = count;
callback(count);
}
},
countWords : function(elem) {
var text = elem.textContent;
var words = text.match(/(\w+\b)/g);
return (words) ? words.length : 0;
},
ensureEditable : function(elem) {
if (
elem.getAttribute('contenteditable') !== 'true' &&
elem.nodeName !== 'TEXTAREA' &&
elem.nodeName !== 'INPUT'
) {
elem.setAttribute('contenteditable', true);
}
}
};
var display = document.getElementById('display');
function displayCount(count) {
//this function is called every time the word count changes
//do whatever you want...the word counter doesn't care.
display.textContent = 'Word count is: '+count;
}
I would do probably something like this
http://jsfiddle.net/6WW7Z/2/
var wordsLimit = 50;
$('#group_3_1').click(function () {
wordsLimit = 200;
wordCount();
});
$('#group_3_2').click(function () {
wordsLimit = 600;
wordCount();
});
$('.message1').keydown(function () {
wordCount();
});
function wordCount() {
var text = $('.message1').text(),
textLength = text.length,
wordsCount = 0,
wordsRemaining = wordsLimit;
if(textLength > 0) {
wordsCount = text.replace(/[^\w ]/g, '').split(/\s+/).length;
wordsRemaining = wordsRemaining - wordsCount;
}
$('.word_count')
.html(wordsRemaining + " words remaining...")
.attr('id', (parseInt(wordsRemaining) < 0 ? 'bad' : 'good'));
};
wordCount();
It's not perfect and complete but it may show you direction how to do this. You should use change event on checkboxes to change wordsLimit if checked/unchecked. For styling valid/invalid words remaining message use classes rather than ids.
I think you should use radio in place of checkboxes because you can limit 200 or 600 only at a time.
Try this like,
wordCount();
$('input[name="entry.3.group"]').click(function () {
wordCount();
$('.word_count').html($(this).data('val') + " words remaining...");
});
$('.message1').keyup(function () {
wordCount();
});
function wordCount() {
var q = $('input[name="entry.3.group"]:checked').data('val');
var content_text = $('.message1').text(),
char_count = content_text.length;
if (char_count != 0) var word_count = q - content_text.replace(/[^\w ]/g, "").split(/\s+/).length;
$('.word_count').html(word_count + " words remaining...");
try {
if (Number(word_count) < 0) {
$(".word_count").attr("id", "bad");
} else {
$(".word_count").attr("id", "good");
}
} catch (error) {
//
}
};
Also you can add if your span has bad id then key up should return false;
See Demo
The following javascript code takes randomly selected value from a array and types it in the input box. I've used jquery. I want to end setInterval "zaman2", so after It ends I can retype the next random string to the input box. But the loop doesn't end and gets stuck. How can I solve this?
Link to jsFiddle: http://jsfiddle.net/AQbq4/4/
var dersler = [...very long list...];
var zaman = setTimeout(function() {
var yeniDers = dersler[Math.floor(Math.random()*dersler.length)];
sayac = 0;
var zaman2 = setInterval(function() {
var harf = yeniDers.slice(0,(sayac+1));
sayac++;
$('#main-search').attr('placeholder', harf).typeahead({source: dersler});
if (sayac == yeniDers.length) {
clearInterval(zaman2);
}
},450);
},2000);
Don't you mean
DEMO
var tId, tId2;
function show() {
var ran = arr[Math.floor(Math.random()*arr.length)];
cnt = 0;
tId = setInterval(function() {
var char = ran.slice(0,(cnt+1));
cnt++;
$( '#main-search' ).attr('placeholder', char);
if (cnt == ran.length) {
clearInterval(tId);
tId2=setTimeout(show,2000);
}
},450);
}
show();
How can I stop my javascript function when countdown = 0?
JS:
var settimmer = 0;
$(function(){
window.setInterval(function() {
var timeCounter = $("b[id=show-time]").html();
var updateTime = eval(timeCounter)- eval(1);
$("b[id=show-time]").html(updateTime);
}, 1000);
});
HTML:
<b id="show-time">20</b>
For one thing remove those evals. They don't do anything.
Then all you have to do is clear the timer when it reaches zero.
$(function(){
var timer = setInterval(function() {
var timeCounter = parseInt($("b[id=show-time]").text());
$("b[id=show-time]").text(--timeCounter); // remove one
if(!timeCounter) clearInterval(timer);
}, 1000);
});
It is easy! When you call setInterval it return an ID, so you can destroy the interval later. To destroy it you must use clearInterval(id), and voilà!
It works like this:
// Activate timer
var iv = window.setInterval(...);
// Deactive timer
window.clearInterval(iv);
Also you should use parseInt() instead of eval():
$(function() {
// Read the start value once and store it in a variable
var timeCounter = parseInt( $("b[id=show-time]").text() );
// Active the counter
var iv = window.setInterval(function() {
// Decrement by one and write back into the document
$("b[id=show-time]").text(--timeCounter);
// Check if counter == 0 -> stop counting
if (0 == timeCounter) {
window.clearInterval(iv);
// ...do whatever else needs to be done when counter == 0 ..
}
}, 1000);
});
Example:
var i = 0,
pid = setInterval(function() {
if (++i > 10)
clearInterval(pid);
}, 1000);
Based on what you wanted for your code ...
$(function() {
var el = document.getElementById('show-time'),
pid = setInterval(function() {
// (s - i) coerces s to Number
var t = el.innerHTML - 1;
el.innerHTML = t;
if (t < 1)
clearInterval(pid);
}, 1000);
});
Keep in mind that JS won't be 100% accurate with its timing.
Pasted code below or see the fiddle: http://jsfiddle.net/raHrm/
<script type="text/javascript">
$(function(){
var settimmer = 0,
timeCounter = $("#show-time").html(),
updateTime = timeCounter;
(function countDown() {
timeCounter = $("#show-time").html();
updateTime = parseInt(timeCounter)-1;
$("#show-time").html(updateTime);
if ( updateTime ) {
setTimeout(countDown, 1000);
}
})();
});
</script>
Set the timer to a variable, then use clearInterval in-order to stop the loop. As for catching the end, use a simple conditional:
$(function(){
var elem=$('strong[id="show-time"]'),settimmer=0,updateTime,t;
t=window.setInterval(function() {
updateTime=parseFloat(elem.html(),10)-1;
if(updateTime==0) {
window.clearInterval(t);
elem.html('Done!');
} else {
elem.html(updateTime);
}
},1000);
});
Then in the HTML:
<strong id="show-time">20</strong>
The <b> tag is depreciated, try to avoid using it. Also, there is no reason to eval() the HTML you are getting from the element; a simple parseFloat() works just fine.
I'm looking to build a very simple whack a mole-esque game in javascript. Right now I know how to do everything else except the scoring. My current animation code is as follows
<script language="JavaScript"
type="text/javascript">
var urls;
function animate(pos) {
pos %= urls.length;
document.images["animation"].src=urls[pos];
window.setTimeout("animate(" + (pos + 1) + ");",
500);
}
window.onload = function() {
urls = new Array(
"Frame1.jpg","Frame2.jpg"
);
animate(0);
}
</script>
So far it all works, the first frame is the hole and the second is the groundhog/mole out of the hole. I need to count the clicks on the second frame but I can't figure out how to incorporate a counter. Help? (Sorry if the code doesn't show up correctly, first time using this site)
Here is an example that counts clicks on the flashing animation: http://jsfiddle.net/maniator/TQqJ8/
JS:
function animate(pos) {
pos %= urls.length;
var animation = document.getElementById('animation');
var counter = document.getElementById('counter');
animation.src = urls[pos];
animation.onclick = function() {
counter.innerHTML = parseInt(counter.innerHTML) + 1;
}
setTimeout(function() {
animate(++pos);
}, 500);
}
UPDATE:
Here is a fiddle that only detects click on one of the images: http://jsfiddle.net/maniator/TQqJ8/8/