How can I add title to google.maps.Rectangle and google.maps.Polygon? The title attribute is not available within RectangleOptions. I tried it and it doesn't work
(it is possible for google.maps.Marker, so I guess it should be for rectangle and polygon too).
If there is no clean solution via google maps, woudln't it be possible to just get the DOM element of the rectangle and add title attribute with jQuery? So we might possibly reduce the question to "How to get the DOM element of google maps rectangle/polygon?"
You can mimic the "title" tooltip with InfoBox (download here). It's a bit convoluted, but by setting the right options you can make it look more like a browser tooltip than what I'm showing.
http://jsfiddle.net/vF7u2/
I found this online that helped me do tooltips on polygons,
from http://philmap.000space.com/gmap-api/poly-hov.html:
var tooltip=function(){
var id = 'tt';
var top = 3;
var left = 3;
var maxw = 200;
var speed = 10;
var timer = 20;
var endalpha = 95;
var alpha = 0;
var tt,t,c,b,h;
var ie = document.all ? true : false;
return{
show:function(v,w){
if(tt == null){
tt = document.createElement('div');
tt.setAttribute('id',id);
t = document.createElement('div');
t.setAttribute('id',id + 'top');
c = document.createElement('div');
c.setAttribute('id',id + 'cont');
b = document.createElement('div');
b.setAttribute('id',id + 'bot');
tt.appendChild(t);
tt.appendChild(c);
tt.appendChild(b);
document.body.appendChild(tt);
tt.style.opacity = 0;
tt.style.filter = 'alpha(opacity=0)';
document.onmousemove = this.pos;
}
tt.style.visibility = 'visible';
tt.style.display = 'block';
c.innerHTML = v;
tt.style.width = w ? w + 'px' : 'auto';
if(!w && ie){
t.style.display = 'none';
b.style.display = 'none';
tt.style.width = tt.offsetWidth;
t.style.display = 'block';
b.style.display = 'block';
}
if(tt.offsetWidth > maxw){tt.style.width = maxw + 'px'}
h = parseInt(tt.offsetHeight) + top;
clearInterval(tt.timer);
tt.timer = setInterval(function(){tooltip.fade(1)},timer);
},
pos:function(e){
var u = ie ? event.clientY + document.documentElement.scrollTop : e.pageY;
var l = ie ? event.clientX + document.documentElement.scrollLeft : e.pageX;
tt.style.top = (u - h) + 'px';
tt.style.left = (l + left) + 'px';
},
fade:function(d){
var a = alpha;
if((a != endalpha && d == 1) || (a != 0 && d == -1)){
var i = speed;
if(endalpha - a < speed && d == 1){
i = endalpha - a;
}else if(alpha < speed && d == -1){
i = a;
}
alpha = a + (i * d);
tt.style.opacity = alpha * .01;
tt.style.filter = 'alpha(opacity=' + alpha + ')';
}else{
clearInterval(tt.timer);
if(d == -1){tt.style.display = 'none'}
}
},
hide:function(){
clearInterval(tt.timer);
tt.timer = setInterval(function(){tooltip.fade(-1)},timer);
}
};
}();
Also, Please see this SO discussion about the same topic:
Tooltip over a Polygon in Google Maps
Related
I am making a game(shooting game) using OOP javascript for my project. I already moved(player) and make the enemy disappear at the edge of the container. Now, I want to collide with the shooter(player) and enemy and display the message "Game Over". Here is my code of enemy.js and shooter.js. Also, my container.js.
container.js
class Container{
constructor(){
this.containerElement = document.getElementsByClassName("container")[0];
}
initialization(){
this.shooterElement = document.getElementsByClassName("shooter")[0];
let containerElement = document.getElementsByClassName("container")[0];
this.backgroundElement = document.getElementsByClassName("background")[0];
this.background = new Background(this.backgroundElement);
this.shooter = new Shooter(this.shooterElement);
document.addEventListener('keydown', (e)=>this.shooter.buttonGotPressed(e));
let enemyElement = document.getElementsByClassName("enemy")[0];
this.enemies = [];
setInterval(function(){
var top = Math.floor(Math.random() * 50) + 1;
var left = Math.floor(Math.random() * 550) + 1;
this.enemy = new Enemy({parentElement: containerElement, leftPosition: left, topPosition: top});
},400)
this.enemies.push(this.enemy);
}
}
let container = new Container();
container.initialization();
enemy.js
class Enemy{
constructor({parentElement,leftPosition, topPosition }){
let enemyElement = document.createElement("div");
this.enemyElement = enemyElement;
this.leftPosition = leftPosition;
this.topPosition = topPosition;
this.containerHeight = 600;
this.y = 15;
this.height = 40;
this.width = 50;
this.enemyElement.style.left = this.leftPosition + 'px';
this.enemyElement.style.top= this.topPosition + 'px';
this.enemyElement.style.height = this.height + 'px';
this.enemyElement.style.width = this.width + 'px';
this.enemyElement.style.position = "absolute";
this.enemyElement.style.background="url(images/enemy3.png)";
console.log(enemyElement)
parentElement.appendChild(this.enemyElement);
this.containerCollision = this.containerCollision.bind(this);
setInterval(this.containerCollision, 100);
}
containerCollision(){
if(this.topPosition >= this.containerHeight - this.width ){
this.enemyElement.style.display="none";
}
this.topPosition = this.topPosition + this.y;
this.enemyElement.style.top = this.topPosition + 'px';
}
}
shooter.js (this is the player)
class Shooter {
constructor(shooterElement){
this.shooterElement = shooterElement;
this.shooterleftPosition = 300;
this.shootertopPosition = 555;
this.containerWidth = 600;
this.width = 30;
this.height = 40;
this.x = 5;
this.y = 1;
this.shooterElement.style.left = this.shooterleftPosition + 'px';
this.shooterElement.style.top = this.shootertopPosition + 'px';
this.buttonGotPressed = this.buttonGotPressed.bind(this);
}
buttonGotPressed(e){
console.log(e);
if(e.key == "ArrowLeft"){
console.log(e.key);
if(this.shooterleftPosition <= 0){
this.shooterleftPosition = 0;
}
else
{
this.shooterleftPosition = this.shooterleftPosition - this.x;
}
console.log(this.shooterleftPosition)
this.shooterElement.style.left = this.shooterleftPosition +'px';
}
if(e.key == "ArrowRight"){
this.shooterleftPosition = this.shooterleftPosition + this.x;
this.shooterElement.style.left = this.shooterleftPosition +'px';
if(this.shooterleftPosition >= this.containerWidth - this.width){
this.shooterleftPosition = this.containerWidth - this.width;
this.shooterElement.style.left = this.leftPosition + 'px';
}
}
}
}
Now, How do I detect and collide shooter(player) and enemy and display the message/alert "Game Over". If the enemy touches the shooter(player). Here is pic too.
How do i know enemy touched the player and display game over in this pic
What I tried to detect the collision of player and enemy
collidingShooter(){
if (this.enemies.push(this.enemy)>1)
{
(
([this.enemies][this.enemy].top <= this.shootertopPosition + 50) &&
([this.enemies][this.enemy].top >= this.shootertopPosition) &&
([this.enemies][this.enemy].left >= this.shooterleftPosition) &&
([this.enemies][this.enemy].left <= this.shooterleftPosition+ 50)
)
console.log("hitttt");
this.enemies.splice(this.enemy,1);
// this.shooterElement.splice(1);
}
}
I believe that you messed something up here
First of all you use array in the wrong way:
[this.enemies][this.enemy].top
What it does:
Creates new array with one element (which is this.enemies array), now it converts this.enemy to a string = 'object Object' and tries to find a key in this new array, which propably returns undefined and now it tries to get top of undefined.
What you probably wanted to do is:
this.enemies[this.enemies.indexOf(this.enemy)].top
But even though it has no oop sense.
What I would do:
function checkCollision() {
for (let i = 0; i < this.enemies.length; i++) {
if (areColliding(this.shooter, this.enemies[i])) {
console.log('hit')
}
}
}
function areColliding(o1, o2) {
if (o1.top <= o2.top + o2.height &&
o1.top >= o2.top &&
o1.left <= o2.left + o2.width &&
o1.left >= o2.left) {
return true
}
return false
}
There are better collision algorithms than aabb and even if you want to do this in this way, your game can get very slow if you have thousands of enemies. There is algorithm to split game world in to smaller rectangles and check for collision inside them.
I need to animate the points in a bullet list, the bullet list is a div that contains bullet points that are divs.
A bullet point div contains an image and another div which has the bullet point text, the problem is when I try and move a given bullet point div only the image is moved.
I have tried various changes to the .style.position to no avail.
I could not create an account on jsfiddle.net so the following is a working example that moves only the first bullet point:
<html>
<head>
<title>Build Bullets</title>
<body>
<script>
window.setTimeout('initBuildBullets()',100);
function initBuildBullets(){
var bulletPointsDiv = document.createElement('div');
var bName = 'BulletList';
bulletPointsDiv.style.visibility='visible';
bulletPointsDiv.style.position = 'fixed';
bulletPointsDiv.style.display = 'block';
bulletPointsDiv.style.textAlign = 'left';
bulletPointsDiv.id = bName;
document.body.appendChild(bulletPointsDiv);
var bullet_src = 'bullet_level_1.gif';
var bulletText=[];
bulletText[0]='Bullet Point 1';
bulletText[1]='Bullet Point 2';
bulletText[2]='Bullet Point 3';
var x=100;
var y=100;
var h=100;
var w=200;
var lastBot = 0;
var indent = 0;
var imgW = 25;
var hOffset = 5;
for(var i=0;i<bulletText.length;i++){
var bp_id = bName + '_Bullet_Point_' + i;
var bulletPointDiv = document.createElement('div');
bulletPointDiv.id = bp_id;
bulletPointDiv.style.overflow = 'hidden';
bulletPointDiv.style.visibility='visible';
bulletPointDiv.style.position = 'inherit';
bulletPointDiv.style.display = 'inherit';
bulletPointDiv.style.textAlign = 'left';
bulletPointDiv.style.top = (y + lastBot) + 'px';
bulletPointDiv.style.left = (x + indent) + 'px';
var bulletImage = document.createElement('img');
bulletImage.src = bullet_src;
bulletImage.id = bName + '_Bullet_Image_' + i;
var bulletFieldDiv = document.createElement('div');
bulletFieldDiv.id = bName + '_Bullet_Field_' + i;
bulletFieldDiv.style.overflow = 'hidden';
bulletFieldDiv.style.position = 'inherit';
bulletFieldDiv.style.display = 'inherit';
bulletFieldDiv.style.textAlign = 'left';
bulletFieldDiv.style.top = (y + lastBot) + 'px';
bulletFieldDiv.style.left = (x + imgW + indent) + 'px';
bulletFieldDiv.style.width = (w - (imgW + indent)) + 'px';
bulletFieldDiv.innerHTML = bulletText[i];
bulletFieldDiv.style.visibility='visible';
bulletPointDiv.appendChild(bulletImage);
bulletPointDiv.appendChild(bulletFieldDiv);
bulletPointsDiv.appendChild(bulletPointDiv);
lastBot += bulletFieldDiv.offsetHeight + hOffset;
}
window.setTimeout('moveBullets()',100);
}
function moveBullets(){
var bp_id = 'BulletList_Bullet_Point_0';
bulletPointDiv = document.getElementById(bp_id);
bulletPointDiv.style.top = '0px';
bulletPointDiv.style.left = '0px';
}
</script>
</body>
</html>
If I could ask that you copy/paste to test.
The following image is the bullet_level_1.gif
I need to set the style.position to 'relative' and then the top and left needs to account for the image (ONLY), once I do that then all objects within the div will move with the div, e.g.:
...
var bulletImage = document.createElement('img');
bulletImage.src = bullet_src;
var imgW = bulletImage.width + 8;
var bulletFieldDiv = document.createElement('div');
bulletFieldDiv.style.position = 'relative';
bulletFieldDiv.style.top = '-' + (bulletImage.height + 8) + 'px';
bulletFieldDiv.style.left = imgW + 'px';
...
That said, I'm not sure why I need the additional 8px for both the height and width??
I am trying to develop a javascript library that makes it easier for me to generate DOM Elements and edit their attributes. The problem I am having is that there is so many attributes for some elements that it is making for messy code. For instance I have to programmatically set the color of border, background, shadow, etc. using a method call before generation.
See setBorder Nested in function Div in jLibrary.php
function Div() {
Div.POSITION = {
STATIC : 'static',
ABSOLUTE : 'absolute',
RELATIVE : 'relative',
FIXED : 'fixed'
}
Div.BORDER = {
SOLID : 'solid',
DOTTED : 'dotted'
}
Div.ALIGN = {
LEFT : 0,
CENTER : 1,
RIGHT : 2,
TOP : 0,
MIDDLE : 1,
BOTTOM : 2
}
var ELEMENT;
var CSS;
var horizontalAlign;
var verticalAlign;
var colorQueue;
(function() {
this.div = document.createElement('div');
ELEMENT = this.div;
CSS = this.div.style;
colorQueue = 'rgb(' + new Array(0, 0, 0) + ')';
document.body.appendChild(this.div);
}());
this.setPosition = function(postype) {
if (!horizontalAlign && !verticalAlign) {
CSS.position = postype;
}
}
this.setBounds = function(x, y, width, height) {
CSS.left = x + 'px';
CSS.top = y + 'px';
CSS.width = width + 'px';
CSS.height = height + 'px';
}
this.setColorQueue = function(r, g, b) {
colorQueue = 'rgb(' + new Array(r, g, b) + ')';
alert(colorQueue);
}
this.setBackgroundColorToQueue = function(){
CSS.backgroundColor = colorQueue;
}
this.createShadow = function(x, y, width, height){
CSS.boxShadow = y + 'px ' + x + 'px ' + width + 'px ' + height + 'px ' + colorQueue;
}
this.createBorder = function(width,style){
CSS.border = width + 'px ' + style + ' ' + colorQueue;
/* Theoretical Method.
this.setColor = function(r,g,b){ //This will not work the way I want it...
CSS.border = 'rgb(' + new Array(r, g, b) + ')';
}
*/
}
this.rotateDiv = function(degrees){
CSS.transform = 'rotate(' + degrees + 'deg)';
}
this.horizontalAlign = function(horiz) {
var freeSpaceX = ((window.innerWidth - ELEMENT.offsetWidth) / 2);
var defPadding = '8px';
var defPaddingCenter;
var defPaddingRight;
var defPaddingLeft;
horizontalAlign = true;
if (CSS.position == 'relative' || CSS.position == 'static' || CSS.position == 'absolute') {
CSS.position = 'absolute';
defPaddingCenter = 4;
defPaddingRight = 4;
defPaddingLeft = 8;
} else if (CSS.position == 'fixed') {
defPaddingCenter = 4;
defPaddingRight = 4;
defPaddingLeft = 8;
}
if (horiz == 0) {
if (!verticalAlign) {
CSS.marginTop = defPadding;
}
CSS.marginLeft = defPaddingLeft + 'px';
} else if (horiz == 1) {
if (!verticalAlign) {
CSS.marginTop = defPadding;
}
CSS.marginLeft = freeSpaceX - defPaddingCenter + 'px';
} else if (horiz == 2) {
if (!verticalAlign) {
CSS.marginTop = defPadding;
}
CSS.marginLeft = (freeSpaceX - defPaddingRight) * 2 + 'px';
}
}
this.verticalAlign = function(vertical) {
var freeSpaceY = ((window.innerHeight - ELEMENT.offsetHeight) / 2);
var defPadding = '8px';
var defPaddingTop;
var defPaddingMid;
var defPaddingBot;
verticalAlign = true;
if (CSS.position == 'relative' || CSS.position == 'static') {
CSS.position = 'absolute';
}
defPaddingTop = 8;
defPaddingMid = 8;
defPaddingBot = 8;
if (vertical == 0) {
if (!horizontalAlign) {
CSS.marginLeft = defPadding;
}
CSS.marginTop = defPadding;
} else if (vertical == 1) {
if (!horizontalAlign) {
CSS.marginLeft = defPadding;
}
CSS.marginTop = freeSpaceY - defPaddingMid + 'px';
} else if (vertical == 2) {
if (!horizontalAlign) {
CSS.marginLeft = defPadding;
}
CSS.marginTop = (freeSpaceY * 2) - defPaddingBot + 'px';
}
}
}
setBorder Example in index.php
var div1 = new Div();
div1.setPosition(Div.POSITION.ABSOLUTE);
div1.setBounds(0,700, 200,200);
div1.setColorQueue(0,0,0); //This method must be called every time a different color is needed for a certain attribute.
div1.createBorder(5, Div.BORDER.SOLID); // I really want something like this --> div1.createBorder(5,Div.BORDER.SOLID).setColor(0,0,0);
You can try using the Builder pattern:
function DivBuilder() {
var color;
var border;
var position;
var bounds;
this.DivBuilder = function() {}
this.color = function(c) {
//set the color
this.color = c;
return this;
}
this.border = function(b) {
//set the border
this.border = b;
return this;
}
this.position = function(p) {
//set position
this.position = p;
return this;
}
this.bounds = function(b) {
//set bounds
this.border = b;
return this;
}
this.build = function () {
//build the new Div object with the properties of the builder
var d = new Div(this);
return d;
}
}
and then:
var divb = new DivBuilder();
divb.position().bounds().border().color();
var div = divb.buid();
Main advantage over the telescopic constructor pattern (well, the adaptation of it to javascript) is that you can choose easier which property you want to initialize without having to create many different constructor cases.
If you want to write this.createBorder(...).setColor(...) It means that createBorder should return an object with the setColor method...
Thanks to Sebas I was able to come up with this... Please vote up Sebas if this helped you.
Nested in this.createBorder()
this.createBorder = function(width) {
CSS.border = width + 'px';
function DivBorderBuilder() {
this.setColor = function(r, b, g) {
alert('color');
CSS.borderColor = 'rgb(' + new Array(r, g, b) + ')';
return this;
}
this.setStyle = function(s){
CSS.borderStyle = s;
return this;
}
}return new DivBorderBuilder();
}
Creating Border in index.php
<script>
var div1 = new Div();
div1.setPosition(Div.POSITION.ABSOLUTE);
div1.setBounds(0,700, 200,200);
div1.createBorder(5).setStyle(Div.BORDER.SOLID).setColor(255,0,0);// Works Perfectly Now !
</script>
The Issue
I am using the following example code to draw arrows on google map.
Here is the main overlay function that creates the svg files for the arrow.
// A small directable Arrow overlay for GMaps V3
// Bill Chadwick Feb 2012 after my previous V2 API version
// Free for any use as far as I am concerned
// Some public domain code VML/SVG utility code of Ben Appleton's is reused at the end of this file
var arrowOverlayMarkerCounter; //unique id counter for SVG arrow head markers
function ArrowOverlay(map, location, rotation, color, opacity, tooltip) {
this.map_ = map;
this.location_ = location;
this.rotation_ = rotation || 0.0;
var r = this.rotation_ + 90; //compass to math
this.dx_ = 20 * Math.cos(r * Math.PI / 180); //other end of arrow line to point
this.dy_ = 20 * Math.sin(r * Math.PI / 180);
this.color_ = color || "#0000FF";
this.opacity_ = opacity || 0.7;
this.tooltip_ = tooltip || "";
this.div_ = null;
this.setMap(map);
this.handle_ = null;//click event handler handle
if (arrowOverlayMarkerCounter == null)
arrowOverlayMarkerCounter = 0;
else
arrowOverlayMarkerCounter += 1;
this.svgId_ = "ArrowOverlay" + arrowOverlayMarkerCounter.toString();
}
ArrowOverlay.prototype = new google.maps.OverlayView();
ArrowOverlay.prototype.onAdd = function() {
// Create the DIV and set some basic attributes.
var div = document.createElement('DIV');
div.title = this.tooltip_;
div.style.cursor = "help";
var obj = this;
this.handle_ = google.maps.event.addDomListener(div, 'click', function() { google.maps.event.trigger(obj, "click") });
//set up arrow invariants
if (supportsVML()) {
var l = createVmlElement('v:line', div);
l.strokeweight = "3px";
l.strokecolor = this.color_;
l.style.position = 'absolute';
var s = createVmlElement("v:stroke", l);
s.opacity = this.opacity_;
s.startarrow = "classic"; // or "block", "open" etc see VML spec
this.vmlLine_ = l;
}
else {
// make a 40x40 pixel space centered on the arrow
var svgNS = "http://www.w3.org/2000/svg";
var svgRoot = document.createElementNS(svgNS, "svg");
svgRoot.setAttribute("width", 40);
svgRoot.setAttribute("height", 40);
svgRoot.setAttribute("stroke", this.color_);
svgRoot.setAttribute("fill", this.color_);
svgRoot.setAttribute("stroke-opacity", this.opacity_);
svgRoot.setAttribute("fill-opacity", this.opacity_);
div.appendChild(svgRoot);
var svgNode = document.createElementNS(svgNS, "line");
svgNode.setAttribute("stroke-width", 3);
svgNode.setAttribute("x1", 20);
svgNode.setAttribute("y1", 20);
svgNode.setAttribute("x2", 20 + this.dx_);
svgNode.setAttribute("y2", 20 + this.dy_);
//make a solid arrow head, can't share these, as in SVG1.1 they can't get color from the referencing object, only their parent
//a bit more involved than the VML
if (this.rotation_ >= 0) {
var svgM = document.createElementNS(svgNS, "marker");
svgM.id = this.svgId_;
svgM.setAttribute("viewBox", "0 0 10 10");
svgM.setAttribute("refX", 0);
svgM.setAttribute("refY", 5);
svgM.setAttribute("markerWidth", 4);
svgM.setAttribute("markerHeight", 3);
svgM.setAttribute("orient", "auto");
var svgPath = document.createElementNS(svgNS, "path"); //could share this with 'def' and 'use' but hardly worth it
svgPath.setAttribute("d", "M 10 0 L 0 5 L 10 10 z");
svgM.appendChild(svgPath);
svgRoot.appendChild(svgM);
svgNode.setAttribute("marker-start", "url(#" + this.svgId_ + ")");
}
svgRoot.appendChild(svgNode);
this.svgRoot_ = svgRoot;
this.svgNode_ = svgNode;
}
// Set the overlay's div_ property to this DIV
this.div_ = div;
var panes = this.getPanes();
panes.overlayImage.appendChild(this.div_);
}
ArrowOverlay.prototype.draw = function() {
var overlayProjection = this.getProjection();
var p = overlayProjection.fromLatLngToDivPixel(this.location_);
var div = this.div_;
if (!div)
return;
if (!div.style)
return;
// Calculate the DIV coordinates of the ref point of our arrow
var x2 = p.x + this.dx_;
var y2 = p.y + this.dy_;
if (supportsVML()) {
this.vmlLine_.from = p.x + "px, " + p.y + "px";
this.vmlLine_.to = x2 + "px, " + y2 + "px";
}
else {
this.svgRoot_.setAttribute("style", "position:absolute; top:" + (p.y - 20) + "px; left:" + (p.x - 20) + "px");
}
}
ArrowOverlay.prototype.onRemove = function() {
if (this.handle_ != null) {
google.maps.eventclear.removeListener(this.handle_);
}
this.div_.parentNode.removeChild(this.div_);
}
ArrowOverlay.prototype.setVisible = function(v) {
if (v)
this.show();
else
this.hide();
}
ArrowOverlay.prototype.getVisible = function(v) {
if (this.div_) {
return (this.div_.style.display == "");
}
return false;
}
ArrowOverlay.prototype.hide = function() {
if (this.div_) {
this.div_.style.display = "none";
}
}
ArrowOverlay.prototype.show = function() {
if (this.div_) {
this.div_.style.display = "";
}
}
ArrowOverlay.prototype.setPosition = function(l) {
this.location_ = l;
this.draw();
}
ArrowOverlay.prototype.getPosition = function() {
return this.location_;
}
ArrowOverlay.prototype.setHeading = function(h) {
this.rotation_ = h || 0.0;
var r = this.rotation_ + 90; //compass to math
this.dx_ = 20 * Math.cos(r * Math.PI / 180); //other end of arrow line to point
this.dy_ = 20 * Math.sin(r * Math.PI / 180);
if (!supportsVML()) {
this.svgNode_.setAttribute("x2", 20 + this.dx_);
this.svgNode_.setAttribute("y2", 20 + this.dy_);
}
this.draw();
}
ArrowOverlay.prototype.getHeading = function() {
return this.rotation_;
}
ArrowOverlay.prototype.setTooltip = function(t) {
this.tooltip_ = t;
}
ArrowOverlay.prototype.getTooltip = function() {
return this.tooltip_;
}
ArrowOverlay.prototype.toggle = function() {
if (this.div_) {
if (this.div_.style.visibility == "hidden") {
this.show();
} else {
this.hide();
}
}
}
ArrowOverlay.prototype.fromDivPixelToLatLng = function(x, y) {
var overlayProjection = this.getProjection();
return overlayProjection.fromDivPixelToLatLng(new google.maps.Point(x, y));
}
ArrowOverlay.prototype.fromLatLngToContainerPixel = function(p) {
var overlayProjection = this.getProjection();
return overlayProjection.fromLatLngToContainerPixel(p);
}
// SVG utils from here http://appleton-static.appspot.com/static/simple_poly.js
// by Ben Appleton of Google
var SVG_NAMESPACE = 'http://www.w3.org/2000/svg';
function supportsSVG() {
return document.implementation.hasFeature(
'http://www.w3.org/TR/SVG11/feature#Shape',
'1.1');
}
// VML utils from here http://appleton-static.appspot.com/static/simple_poly.js
// by Ben Appleton of Google
var VML_NAMESPACE = 'urn:schemas-microsoft-com:vml';
function createVmlElement(tagName, parent) {
var element = document.createElement(tagName);
parent.appendChild(element);
element.style['behavior'] = 'url(#default#VML)';
return element;
}
function supportsVML() {
if (supportsVML.result_ == null) {
if (!maybeCreateVmlNamespace()) {
return supportsVML.result_ = false;
}
// Create some VML. Its 'adj' property will be an object only when VML
// is enabled.
var div = document.createElement('DIV');
document.body.appendChild(div);
div.innerHtml = '<v:shape id="vml_flag1" adj="1" />';
var child = div.firstChild;
if (child) child.style['behavior'] = 'url(#default#VML)';
supportsVML.result_ = !child || (typeof child['adj'] == 'object');
div.parentNode.removeChild(div);
}
return supportsVML.result_;
}
function maybeCreateVmlNamespace() {
var hasVmlNamespace = false;
if (document.namespaces) {
for (var x = 0; x < document.namespaces.length; x++) {
var ns = document.namespaces(x);
if (ns.name == 'v') {
if (ns.urn == VML_NAMESPACE) {
hasVmlNamespace = true;
} else {
throw new Error('document namespace v: is required for VML ' +
'but has been reserved for ' + ns.urn);
}
}
}
if (!hasVmlNamespace) {
// Import namespace
hasVmlNamespace = true;
document.namespaces.add('v', VML_NAMESPACE);
}
}
return hasVmlNamespace;
}
Question
I can not figure out how to change the length of those arrow? Can I somehow add a length parameter to the function ArrowOverlay?
I would do something like this (scale also works with x, y):
<svg>
<g id="idG" transform="scale(1, 1)">
..your arrow
</g>
</svg>
document.getElementById("idG").setAttribute("transform", "scale(" + horizontalScale + "," + verticalScale + ")");
Example: http://k8.no-ip.org/stackoverflow/13540341.htm
I am trying to get the distance between my character and the ground, I have found something that looks like it should do what I want but it has been written for another version of box2d.
Original:
float targetHeight = 3;
float springConstant = 100;
//make the ray at least as long as the target distance
b2Vec2 startOfRay = m_hovercarBody->GetPosition();
b2Vec2 endOfRay = m_hovercarBody->GetWorldPoint( b2Vec2(0,-5) );
overcarRayCastClosestCallback callback;
m_world->RayCast(&callback, startOfRay, endOfRay);
if ( callback.m_hit ) {
float distanceAboveGround = (startOfRay - callback.m_point).Length();
//dont do anything if too far above ground
if ( distanceAboveGround < targetHeight ) {
float distanceAwayFromTargetHeight = targetHeight - distanceAboveGround;
m_hovercarBody->ApplyForce( b2Vec2(0,springConstant*distanceAwayFromTargetHeight),
m_hovercarBody->GetWorldCenter() );
}
}
I have tried to change it to what I think it should be but it doesn't even call the callback.
var targetHeight = 3;
var springConstant = 100;
//make the ray at least as long as the target distance
startOfRay = new b2Vec2(m_hovercarBody.GetPosition());
endOfRay = new b2Vec(m_hovercarBody.GetWorldPoint( b2Vec2(0,-5)));
function callback(raycast){
if ( raycast.m_hit ) {
var distanceAboveGround = (startOfRay - raycast.m_point).Length();
//dont do anything if too far above ground
if ( distanceAboveGround < targetHeight ) {
var distanceAwayFromTargetHeight = targetHeight - distanceAboveGround;
m_hovercarBody.ApplyForce( b2Vec2(0,springConstant*distanceAwayFromTargetHeight),
m_hovercarBody.GetWorldCenter() );
}
}
}
m_world.RayCast(callback, startOfRay, endOfRay);
Any idea how to convert it to work with box2dweb?
Thanks
It might be that the original bit of code was written for a platform where the coordinate system works differently.
In a Canvas element, the coordinate system starts from the top left corner, meaning that m_hovercarBody.GetWorldPoint( b2Vec2(0,-5)) is checking for a point above the character, rather than below.
I'm not sure about the rest of the code but try changing that to m_hovercarBody.GetWorldPoint( b2Vec2(0,5)) and see what happens.
EDIT:
I think actually the problem is with the way you've structured your callback. Looking up the reference for the Raycast function would reveal more.
(The Javascript version of Box2D you're using is an automatic port of the Actionscript one. Given the two have fairly similar syntax, you can use the reference for Flash.)
The original code you posted seems to be C++, but I don't know much about its syntax. It seems there's some sort of class that does the raycasting (overcarRayCastClosestCallback). You can either look for that, or try and build your own callback function according to the first link I posted. It would be something along the lines of:
function customRaycastCallback(fixture, normal, fraction) {
// you can, for instance, check if fixture belongs to the ground
// or something else, then handle things accordingly
if( /* fixture belongs to ground */ ) {
// you've got the fraction of the original length of the raycast!
// you can use this to determine the distance
// between the character and the ground
return fraction;
}
else {
// continue looking
return 1;
}
}
Try running this on your browser. I coded this when I was learning sensor and RAYCAST in Box2Dweb. Hope it helps.
<html>
<head>
<title>Box2dWeb Demo</title>
</head>
<body>
<canvas id="canvas" width="600" height="420" style="background-color:#333333;" ></canvas>
<div id="cc" style="position:absolute; right:0; top:100px; width:500px; height:50px; margin:0;"></div>
</body>
<script type="text/javascript" src="Box2dWeb-2.1.a.3.js"></script>
<script type="text/javascript" src="jquery-1.7.2.js"></script>
<script type="text/javascript">
var b2Vec2 = Box2D.Common.Math.b2Vec2
, b2BodyDef = Box2D.Dynamics.b2BodyDef
, b2Body = Box2D.Dynamics.b2Body
, b2FixtureDef = Box2D.Dynamics.b2FixtureDef
, b2World = Box2D.Dynamics.b2World
, b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape
, b2CircleShape = Box2D.Collision.Shapes.b2CircleShape
, b2ContactFilter = Box2D.Dynamics.b2ContactFilter
, b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef
, b2DebugDraw = Box2D.Dynamics.b2DebugDraw
, b2Fixture = Box2D.Dynamics.b2Fixture
, b2AABB = Box2D.Collision.b2AABB
, b2WorldManifold = Box2D.Collision.b2WorldManifold
, b2ManifoldPoint = Box2D.Collision.b2ManifoldPoint
, b2RayCastInput = Box2D.Collision.b2RayCastInput
, b2RayCastOutput = Box2D.Collision.b2RayCastOutput
, b2Color = Box2D.Common.b2Color;
var world = new b2World(new b2Vec2(0,10), true);
var canvas = $('#canvas');
var context = canvas.get(0).getContext('2d');
//box
var bodyDef = new b2BodyDef;
bodyDef.type = b2Body.b2_dynamicBody;
bodyDef.position.Set(9,7);
bodyDef.userData = 'box';
var fixDef = new b2FixtureDef;
fixDef.filter.categoryBits = 1;
fixDef.density = 10.0;
fixDef.friction = 0.5;
fixDef.restitution = .5;
fixDef.shape = new b2PolygonShape;
fixDef.shape.SetAsBox(1,5);
var box1 = world.CreateBody(bodyDef);
box1.CreateFixture(fixDef);
//circle
var bodyDef2 = new b2BodyDef;
bodyDef2.type = b2Body.b2_dynamicBody;
bodyDef2.position.Set(4,8);
bodyDef2.userData = 'obj';
var fixDef2 = new b2FixtureDef;
fixDef2.filter.categoryBits = 2;
fixDef2.filter.maskBits = 13;
fixDef2.density = 10.0;
fixDef2.friction = 0.5;
fixDef2.restitution = .2;
fixDef2.shape = new b2CircleShape(1);
//circlesensor
var cc = new b2FixtureDef;
cc.shape = new b2CircleShape(2);
cc.shape.SetLocalPosition(new b2Vec2(0 ,0));
cc.density = 0;
cc.isSensor = true;
cc.filter.categoryBits = 8;
var wheel = world.CreateBody(bodyDef2);
wheel.CreateFixture(fixDef2);
wheel.CreateFixture(cc);
//create a ground
var holderDef = new b2BodyDef;
holderDef.type = b2Body.b2_staticBody;
holderDef.userData = "ground";
holderDef.position.Set(10, 14);
var fd = new b2FixtureDef;
fd.filter.categoryBits = 4;
fd.shape = new b2PolygonShape;
fd.shape.SetAsBox(10,1);
var ground = world.CreateBody(holderDef);
ground.CreateFixture(fd);
//create another static body
var holderDef = new b2BodyDef;
holderDef.type = b2Body.b2_staticBody;
holderDef.position.Set(10, 20);
var temp = world.CreateBody(holderDef);
temp.CreateFixture(fd);
var c=0;
$(window).keydown(function(e) {
$('#aa').html(++c);
code = e.keyCode;
if(c==1) {
if(code == 38 && onground)
wheel.SetLinearVelocity(new b2Vec2(0,-10));
if(code == 39)
wheel.ApplyForce(new b2Vec2(1000,0), box1.GetWorldPoint(new b2Vec2(0,0)));
if(code == 37)
wheel.ApplyForce(new b2Vec2(-1000,0), box1.GetWorldPoint(new b2Vec2(0,0)));
}
});
$(window).keyup(function(e) {
c=0;
});
var listener = new Box2D.Dynamics.b2ContactListener;
listener.BeginContact = function(contact) {
if(contact.GetFixtureA().GetBody().GetUserData()== 'obj' || contact.GetFixtureB().GetBody().GetUserData()== 'obj' ) // think about why we don't use fixture's userData directly.
onground = true;// don't put 'var' here!
fxA=contact.GetFixtureA();
fxB=contact.GetFixtureB();
sA=fxA.IsSensor();
sB=fxB.IsSensor();
if((sA && !sB) || (sB && !sA)) {
if(sA) {
$('#cc').prepend(contact.GetFixtureB().GetBody().GetUserData() + ' is in the viscinity of body '+contact.GetFixtureA().GetBody().GetUserData()+'<br>');
}
else {
$('#cc').prepend(contact.GetFixtureA().GetBody().GetUserData() + ' is in the viscinity of body '+contact.GetFixtureB().GetBody().GetUserData()+'<br>');
}
}
}
listener.EndContact = function(contact) {
if (contact.GetFixtureA().GetBody().GetUserData()== 'obj' || contact.GetFixtureB().GetBody().GetUserData()== 'obj' )
onground = false;
}
var debugDraw = new b2DebugDraw();
debugDraw.SetSprite ( document.getElementById ("canvas").getContext ("2d"));
debugDraw.SetDrawScale(30); //define scale
debugDraw.SetAlpha(1);
debugDraw.SetFillAlpha(.3); //define transparency
debugDraw.SetLineThickness(1.0);
debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
world.SetDebugDraw(debugDraw);
window.setInterval(update,1000/60);
//mouse
var mouseX, mouseY, mousePVec, isMouseDown, selectedBody, mouseJoint;
var canvasPosition = getElementPosition(document.getElementById("canvas"));
document.addEventListener("mousedown", function(e) {
isMouseDown = true;
handleMouseMove(e);
document.addEventListener("mousemove", handleMouseMove, true);
}, true);
document.addEventListener("mouseup", function() {
document.removeEventListener("mousemove", handleMouseMove, true);
isMouseDown = false;
mouseX = undefined;
mouseY = undefined;
}, true);
function handleMouseMove(e) {
mouseX = (e.clientX - canvasPosition.x) / 30;
mouseY = (e.clientY - canvasPosition.y) / 30;
};
function getBodyAtMouse() {
mousePVec = new b2Vec2(mouseX, mouseY);
var aabb = new b2AABB();
aabb.lowerBound.Set(mouseX - 0.001, mouseY - 0.001);
aabb.upperBound.Set(mouseX + 0.001, mouseY + 0.001);
// Query the world for overlapping shapes.
selectedBody = null;
world.QueryAABB(getBodyCB, aabb);
return selectedBody;
}
function getBodyCB(fixture) {
if(fixture.GetBody().GetType() != b2Body.b2_staticBody) {
if(fixture.GetShape().TestPoint(fixture.GetBody().GetTransform(), mousePVec)) {
selectedBody = fixture.GetBody();
return false;
}
}
return true;
}
//at global scope
var currentRayAngle = 0;
var input = new b2RayCastInput();
var output = new b2RayCastOutput();
var b = new b2BodyDef();
var f = new b2FixtureDef();
var closestFraction = 1;
var intersectionNormal = new b2Vec2(0,0);
var intersectionPoint = new b2Vec2();
rayLength = 25; //long enough to hit the walls
var p1 = new b2Vec2( 11, 7 ); //center of scene
var p2 = new b2Vec2();
var normalEnd = new b2Vec2();
function update() {
if(isMouseDown && (!mouseJoint)) {
var body = getBodyAtMouse();
if(body) {
var md = new b2MouseJointDef();
md.bodyA = world.GetGroundBody();
md.bodyB = body;
md.target.Set(mouseX, mouseY);
md.collideConnected = true;
md.maxForce = 300.0 * body.GetMass();
mouseJoint = world.CreateJoint(md);
body.SetAwake(true);
}
}
if(mouseJoint) {
if(isMouseDown) {
mouseJoint.SetTarget(new b2Vec2(mouseX, mouseY));
} else {
world.DestroyJoint(mouseJoint);
mouseJoint = null;
}
}
world.Step(1 / 60, 10, 10);
world.DrawDebugData();
world.ClearForces();
world.SetContactListener(listener);
ray();
};
function ray() {
//in Step() function
var k = 360/20;
var t = k/60;
var DEGTORAD = Math.PI/180;
currentRayAngle += t * DEGTORAD; //one revolution every 20 seconds
//console.log(currentRayAngle*(180/Math.PI));
//calculate points of ray
p2.x = p1.x + rayLength * Math.sin(currentRayAngle);
p2.y = p1.y + rayLength * Math.cos(currentRayAngle);
input.p1 = p1;
input.p2 = p2;
input.maxFraction = 1;
closestFraction = 1;
var b = new b2BodyDef();
var f = new b2FixtureDef();
for(b = world.GetBodyList(); b; b = b.GetNext()) {
for(f = b.GetFixtureList(); f; f = f.GetNext()) {
if(!f.RayCast(output, input))
continue;
else if(output.fraction < closestFraction) {
closestFraction = output.fraction;
intersectionNormal = output.normal;
}
}
}
intersectionPoint.x = p1.x + closestFraction * (p2.x - p1.x);
intersectionPoint.y = p1.y + closestFraction * (p2.y - p1.y);
normalEnd.x = intersectionPoint.x + intersectionNormal.x;
normalEnd.y = intersectionPoint.y + intersectionNormal.y;
context.strokeStyle = "rgb(255, 255, 255)";
context.beginPath(); // Start the path
context.moveTo(p1.x*30,p1.y*30); // Set the path origin
context.lineTo(intersectionPoint.x*30, intersectionPoint.y*30); // Set the path destination
context.closePath(); // Close the path
context.stroke();
context.beginPath(); // Start the path
context.moveTo(intersectionPoint.x*30, intersectionPoint.y*30); // Set the path origin
context.lineTo(normalEnd.x*30, normalEnd.y*30); // Set the path destination
context.closePath(); // Close the path
context.stroke(); // Outline the path
}
//helpers
//http://js-tut.aardon.de/js-tut/tutorial/position.html
function getElementPosition(element) {
var elem=element, tagname="", x=0, y=0;
while((typeof(elem) == "object") && (typeof(elem.tagName) != "undefined")) {
y += elem.offsetTop;
x += elem.offsetLeft;
tagname = elem.tagName.toUpperCase();
if(tagname == "BODY")
elem=0;
if(typeof(elem) == "object") {
if(typeof(elem.offsetParent) == "object")
elem = elem.offsetParent;
}
}
return {x: x, y: y};
}
</script>
</html>
Here's a Raycast in Box2dWeb that I got working:
var p1 = new b2Vec2(body.GetPosition().x, body.GetPosition().y); //center of scene
var p2 = new b2Vec2(body.GetPosition().x, body.GetPosition().y + 5); //center of scene
world.RayCast(function(x){
console.log("You've got something under you");
}, p1,p2);