Making a Javascript game, Having a little problem with scrolling - javascript

I have a #wrapper div and a #grid div nested inside. currently I can scroll around with this function below.
getCursorPos : function(){
// set the empty cursor object
var cursor = {};
//get the offset from the left of the grid container
var grid
//offset loop
$(function getCursorPos(){
grid = $('#grid').offset();
setTimeout(getCursorPos, game.loopSpeed);
});
//continuosly get the position
var that = this;
$(document).mousemove(function(e){
//if game mode is menu exit
if(game.mode === 'menu'){
return;
}
// NOTE: this looks a litle over done but don't remove anything
// its like this because javascript uses floating points
// and so in order to line up to the nearest hunderedth I
// had to make the cursor and div position intergers by
// muliplying by ten. one the two are added I reduced them
// and rounded them.
that.x = Math.round(((e.pageX * 10) - (grid.left * 10)) / 10);
that.y = Math.round(((e.pageY * 10) - (grid.top * 10)) / 10);
});
},
the problem is that the mouse coordinates only update when the mouse moves. is there any way to get the coordinates with out moving the mouse?

You always have the latest up-to-date coordinates of the mouse from the last mouse move, clarify why those are not useful to you.

Related

Create a wiggle effect for a text

So what I want to happen is that when viewing the Span the text is normal but as you scroll down it starts moving until it looks like such:
Before the effect:
While the effect occurs:
The header is represented by spans for each letter. In the initial state, the top pixel value for each is 0. But the idea as mentioned is that that changes alongside the scroll value.
I wanted to keep track of the scroll position through JS and jQuery and then change the pixel value as needed. But that's what I have been having trouble with. Also making it smooth has been another issue.
Use the mathematical functions sine and cosine, for characters at even and odd indices respectively, as the graphs of the functions move up and down like waves. This will create a smooth effect:
cos(x) == 1 - sin(x), so in a sense, each character will be the "opposite" of the next one to create that scattered look:
function makeContainerWiggleOnScroll(container, speed = 0.01, distance = 4) {
let wiggle = function() {
// y-axis scroll value
var y = window.pageYOffset || document.body.scrollTop;
// make div pseudo-(position:fixed), because setting the position to fixed makes the letters overlap
container.style.marginTop = y + 'px';
for (var i = 0; i < container.children.length; i++) {
var span = container.children[i];
// margin-top = { amplitude of the sine/cosine function (to make it always positive) } + { the sine/cosine function (to make it move up and down }
// cos(x) = 1 - sin(x)
var trigFunc = i % 2 ? Math.cos : Math.sin;
span.style.marginTop = distance + distance * trigFunc(speed * y)/2 + 'px';
}
};
window.addEventListener('scroll', wiggle);
wiggle(); // init
}
makeContainerWiggleOnScroll(document.querySelector('h2'));
body {
height: 500px;
margin-top: 0;
}
span {
display: inline-block;
vertical-align: top;
}
<h2>
<span>H</span><span>e</span><span>a</span><span>d</span><span>e</span><span>r</span>
</h2>
Important styling note: the spans' display must be set to inline-block, so that margin-top works.
Something like this will be the core of your JS functionality:
window.addEventListener('scroll', function(e) {
var scrl = window.scrollY
// Changing the position of elements that we want to go up
document.querySelectorAll('.up').forEach(function(el){
el.style.top = - scrl/30 +'px';
});
// Changing the position of elements that we want to go down
document.querySelectorAll('.down').forEach(function(el){
el.style.top = scrl/30 +'px';
});
});
We're basically listening in on the scroll event, checking how much has the user scrolled and then act upon it by offsetting our spans (which i've classed as up & down)
JSBin Example
Something you can improve on yourself would be making sure that the letters wont go off the page when the user scrolls a lot.
You can do this with simple math calculation, taking in consideration the window's total height and using the current scrollY as a multiplier.
- As RokoC has pointed out there is room for performance improvements.Implement some debouncing or other kinds of limiters

Adding a scale to canvas image zoom

I'm using a some code from https://github.com/dimxasnewfrozen/Panning-Zooming-Canvas-Demos/blob/master/demo12/main.js (demo at http://dayobject.me/canvas/demo12/) to zoom in on an image using the Canvas element.
However, when zooming the jump between one zoom level and the next is too large, so I need to add a scale parameter.
How would I got about doing this?
In your main.js, you can change your zoomLevel here,
mouseWheel: function (e) {
e.preventDefault() // Please add this, coz the scroll event bubbles up to document.
var zoomLevel = 2;
...
if (delta > 0)
{
// ZOOMING IN
var zoomedX = canvasPos.deltaX - (canvasZoomX - canvasPos.deltaX);
var zoomedY = canvasPos.deltaY - (canvasZoomY - canvasPos.deltaY);
// scale the image up by 2
initialImageWidth = initialImageWidth * zoomLevel;
}
else
{
// ZOOMING OUT
var zoomedX = (canvasPos.deltaX + canvasZoomX);
var zoomedY = (canvasPos.deltaY + canvasZoomY);
// scale the image down by 2
initialImageWidth = initialImageWidth / zoomLevel;
}
}
Disclaimer: this ruins the zoomedX and zoomedY values. You gotta fix them :)
It seams to me as if the algorithm always takes half of the dimension befor the zoom. At the end of you code you see it in main.js the mouseWheel function:
initialImageWidth = initialImageWidth * 2;
the width is divided by 2 so just change the used value.
You said the step used to zoom in and out is too big.
So I suggest that you generate the new value by using the dimensions of the image you want to zoom. For example you take a percentage of the biggest dimension of the current image.
That's how you can implement a zoom function that zooms according to the dimensions of the image

synchronising two divs scroll is not smooth in iOS

--> Please goto Edit part of this Question
I want to synchronise scroll bar of two divs and this is how I am doing it
var div1 = document.getElementById('element1'),
div2 = document.getElementById('element2');
div1.addEventListener('touchmove', scrolled, false);
div2.addEventListener('touchmove', scrolled, false);
function getscrollTop(node) {
return node.pageYOffset || node.scrollTop;
}
function scrolled() {
var node = this, scrollTop = getscrollTop(node);
var percentage = scrollTop / (node.scrollHeight - node.clientHeight);
var other = document.getElementById({
"element1": "element2",
"element2": "element1"
}[node.id]);
other.scrollTop = percentage * (other.scrollHeight - other.clientHeight);
};
Fiddle -> used scroll instead touchmove
But the problem is it is flickering in low end devices and would like to make it smooth in event low end devices.
Edit
I have used below code to smoothen the scrolling
var children = document.querySelectorAll('.scrolldiv');
var getscrollTop = function(node) {
return node.pageYOffset || node.scrollTop;
}, toInt = function(n) {
return Math.round(Number(n));
};
window.setInterval(function() {
var scrollTop = getscrollTop(children[0]);
var percentage = scrollTop / (children[0].scrollHeight - children[0].clientHeight);
var oscrollTop = percentage * (children[1].scrollHeight - children[1].clientHeight);
// console.log(1);
children[1].scrollTop = toInt(oscrollTop);
}, 2);
It is smoother in Desktop browsers but in iOS browser, when setting second DIv's scroll it is jerking, jerking in the sense setting scrollTop once scrolling is completed, not while scrolling.
If you round your scroll value numbers to integers then this problem goes away :
http://jsfiddle.net/2Cj4S/15/
I just used a rounding function :
function toInt(n){ return Math.round(Number(n)); };
and this seems to have fixed it. Double values really confused GUI widgets like scrollbars, and 2D drawing.
I don't see why you have to calculate a new percentage here, value which you hand over to the second scroll.. that's probably the reason for the jerking.. instead you could simply take the scroll value from the first scroll and assign it directly to the other scroll.. This will remove the jerky-ness in the other scroll.. and synchronising them..
I just added the following line to the bottom of your scrolled function..
other.scrollTop = getscrollTop(node);
The modified function:-
function scrolled() {
var node = this,
scrollTop = getscrollTop(node);
var id = node.id;
var percentage = getscrollTop(node) / (node.scrollHeight - node.clientHeight);
var other = document.getElementById({
"element1": "element2",
"element2": "element1"
}[id]);
var oscrollTop = percentage * (other.scrollHeight - other.clientHeight)
//other.scrollTop = oscrollTop;
//Please note that I have commented out the above line.. and added the following line
other.scrollTop = getscrollTop(node);
};
I hope this the behaviour you were hoping for, i tested it out on jsfiddle, both scrolls are well synchronised.

javascript (but not jQuery please) fixed position on x-axis but not y?

I've looked everywhere and so far have not found a non-jQuery js to handle this. I would like to avoid using a library for just this one simple task.
I would like to fix three navigation divs ("#header", "#tabs" and "#footer") to viewport left (or alternatively, to the x position of a div "#helper" with "position: fixed; left: 0; top: 0;") -- but not fix y. They can not be vertically fixed.
I've created a working js that forces the divs to reposition based on scrolling, but it's not smooth in the real page (too many dynamic and graphic elements) - I'd like it to either animate smoothly, or mimic fixed-left and not appear to reposition at all.
Anyone who can give pointers or a quick script, or review and modify the script I have made? I've noticed people tend to ask why an obvious solution is not used instead of answering the question... I will be glad to answer, but would prefer help with the actual problem.
Here is a jsFiddle with the problem: http://jsfiddle.net/BMZvt/6/
Thank you for any help!
Smooth animation example:
var box = document.getElementById('box');
var moveTo = function(obj, target) {
// start position
// you should obtain it from obj.style
var cpos = {
x: 0,
y: 0
}
var iv = setInterval(function(){
cpos.x += (target.x - cpos.x) * 0.3; // 0.3 is speed
cpos.y += (target.y - cpos.y) * 0.3; // 0.3 is speed
obj.style.left = Math.floor(cpos.x) + 'px';
obj.style.top = Math.floor(cpos.y) + 'px';
var dist = Math.abs(cpos.y - target.y); // distance (x+y) from destination
dist += Math.abs(cpos.x - target.x); // < 1 = object reached the destination
if(dist < 1) { // here we are checking is box get to the destination
clearInterval(iv);
}
}, 30); // this is also the speed
}
box.onclick = function(){
moveTo(box, {x: 90, y: 75}); // fire this function to move box to specified point
}
Demonstration: http://jsfiddle.net/Qwqf6/5/
Your script is your job, but this is a quick start how to solve animation problem
You can also do some fancy stuff with speed for example use sin(x) to set the speed
Demonstration #2 http://jsfiddle.net/Qwqf6/6/ (very smooth)
Full script here https://gist.github.com/3419179
I don't think there's a straight way to do this...
But here's a way.
First, You need to be able to detect the direction of the scrolling when window.onscroll event happens. You would do this by comparing the current page offsets with the newly acquired page offsets whenever the scroll event happens. (http://stackoverflow.com/questions/1222915/can-one-use-window-onscroll-method-to-include-detection-of-scroll-direction)
Now suppose you know the direction of the scroll, you want to change the styling for the divs depending on the direction of the scroll.
Let FixAtX be the value of the x coordinate that you want to fix your divs at.
Let OriginalY be the y coordinate of the divs.
Also whenever scrolling happens, despite of the direction, you want to remember the pageoffset X and Y. Let's call them OldX and OldY
If scrolling vertically:
Set position value for divs' style to be absolute.
Set top value for divs' style to be OriginalY
Set left value for divs' style to be OldX + FixAtX
If scrolling horizontally:
Set position value for divs' style to be fixed.
set top value for divs' style to be OriginalY - OldY (<- this may be different depending on how the browser computes pageOffset value,)
Set Left value for divs' style to be FixAtX
I think this should work...
Since you are just using browser's rendering for positioning, it should be very smooth!
hope I understood the question correctly.
This is for people who view this post - I wound up going with the solution I initially put together in the jsFiddle that used a simple javascript to mimic fixed x.
The javascript in the first answer was hefty and wound up buggy, and the second answer sounded good but did not work in practice. So, I'm recommending the javascript from the jsFiddle (below) as the best answer to fixed x and fluid y without a javascript library. It's not perfect and has a minimal delay but is the best answer I've found.
function fixLeft() {
function getScrollX() {
var x = 0, y = 0;
if( typeof( window.pageYOffset ) == 'number' ) {
x = window.pageXOffset;
} else if( document.body && ( document.body.scrollLeft) ) {
x = document.body.scrollLeft;
} else if( document.documentElement && ( document.documentElement.scrollLeft) ) {
x = document.documentElement.scrollLeft;
}
return [x];
}
var x = getScrollX();
var x = x[0];
// have to get and add horizontal scroll position px
document.getElementById('header').style.left = x + "px";
document.getElementById('tabs').style.left = x + "px";
document.getElementById('footer').style.left = x + "px";
}
window.onscroll = fixLeft;

jQuery UI draggable wont go back to first point

I have a jQuery UI draggable element. It's extremely simple. It's just a div (container) with another div inside (draggable piece) set to a grid. The problem is after I move the element one time I can't go back to the first point. If i change the grid size it works, but I need it to work on this grid as it's matching some element below it
Relevant JS:
$('<div class="slider_wrap"><div class="slider"></div></div>').appendTo('#chart');
$('#chart .slider')
.draggable({
containment:'parent',
grid:[distanceBetweenPoints,0],
opacity: 0.25
})
.bind('mousedown', function(e, ui){
// bring target to front
$(e.target.parentElement).append( e.target );
})
.bind('drag', function(e, ui){
// update coordinates manually, since top/left style props don't work on SVG
e.target.setAttribute('x', ui.position.left);
})
.bind('dragstop',function(e, ui){
//a = true offset of slider piece
var a = ui.position.left + distanceBetweenPoints;
var b = containerWidth;
var c = thePoints.length;
var d = b / c;
var x = a / d;
//Since the points are in an array which starts at 0, not 1, we -1 from the currentPoint
console.log(x)
var currentPoint = Math.round(x)-1;
thisPointIndex = currentPoint;
chart.series[0].data[currentPoint].select(true);
});
Any ideas?
Example:
http://jsbin.com/ucebar
You're using a fractional grid size, for example 39.7 px. So, with each drag, the div gets offset a pixel to the left. This means that position zero quickly becomes unavailable:
That is: at point 1, ui.position.left will be 38 pixels or less.
Since moving the minimum jump (39.7px) -- towards point 0 -- will take the div outside the bounding rectangle, that move is not allowed.
And, using the nearest integer for grid size will quickly result in misalignment between the grid and the data points.
One way around all this is to:
Delete the grid:[distanceBetweenPoints,0], parameter.
Instead, snap the div upon drag stop, like so:
/*--- Snap to nearest grid.
*/
var gridPos = Math.round (
Math.round (ui.position.left / distanceBetweenPoints)
* distanceBetweenPoints
);
var delta = gridPos - ui.position.left;
var newOffset = $(this).offset ().left + delta;
$(this).offset ( {left: newOffset} );
See it in action at jsBin.
I didnt have time to work out a real solution, but I found that if you drag and drop the slider moves slightly more to the left each time. The reason it can't go back into first place is that after the first drop, there is not enough room anymore. Good luck!
I was able to solve it with the following:
.draggable({
...
drag : function(event, ui) {
ui.position.left = Math.round(ui.position.left / distance_between_points) * distance_between_points;
}
});

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