I've been working with some javascript code which is from codepen, I forked it for my own usage and added some code to auto rotate the outer circle.
What I am unable to do is modify the code to pause on the shown element when I hover over the centre element .circle--rotate
The code I am working with for myself is on https://codepen.io/CelticWebs/pen/oNMxdrK. To attempt to do what I wanted, auto animate as well as pass eon hover, I added the following code at line 111 in the javascript:
function movetheone() {
i.is(":animated") || (p.direction = "right", p.step = d, o())
}
let abc = setInterval(movetheone, 3000);
$('.circle--rotate').hover(() => {
clearInterval(abc);
}, () => {
movetheone
})
This spins the circle automatically, then does stop spinning when you hover over it but unfortunately it often moves forward one place before pausing, which make the hover pointless as it moves away from what you wanted to stop on. It also doesn't start back up when you move away.
Does anybody have any suggestions on making this work better please?
I've made the link to the code more obvious above for those asking for more of the code. Thanks.
Related
I'm taking up Phaser, and practicing with the basic button.
For an example, look no further than the Phaser button example right here.
However, I noticed that if you hold down your mouse click on the Phaser button, move the mouse away from the button, and let go of your mouse click, the Phaser button still activates as if the mouse was right on top of it.
You can also try holding the mouse click on the Phaser button, and then moving your mouse out of the frame. The Phaser button will also activate.
I'm not sure if this is the default behaviour for buttons in Phaser, but it's not for other JS game libraries / engines like Cocos 2D JS.
So far, I've tried the following:
Setting the button to activate onInputDown - not really preferred.
Setting another function onInputUp - doesn't change the behaviour.
Here's my code:
this.playButton = this.game.add.button(this.game.world.centerX - 100, this.game.world.centerY + 230, 'ui', this.actionOnClick, this, 'ui_btn_play_U.png', 'ui_btn_play_U.png', 'ui_btn_play_D.png', 'ui_btn_play_U.png');
this.playButton.onInputUp.add(this.startGameplay, this);
actionOnClick() {
}
startGameplay() {
this.clickButton();
this.bgm.stop();
var slideOut = Phaser.Plugin.StateTransition.Out.SlideTop;
slideOut.duration = 1000;
var slideIn = Phaser.Plugin.StateTransition.In.SlideTop;
slideIn.duration = 1000;
this.game.state.start('gameplay' , slideOut );
}
What can I do to change this behaviour?
I faced this issue time ago and that's how I solved it:
You need to combine three events onInputDown, onInputUp and onInputOut. In pseudo-code it would be like the following:
myButton.clicked=false;
When myButton.onInputDown -> myButton.clicked=true
When myButton.onInputOut -> myButton.clicked= false
When myButton.onInputUp -> if (myButton.clicked) then do desired action
I'd like to get the current value of my transform: rotate, just before the mouse leaves. In the current state, the event seems to be caught when the mouse has already left my button and returns 0deg which is true at this moment.
My point is to play the same animation in reverse mode. For that, I need to get the current value of the rotation and make a transition from Xdeg to 0deg. I firstly tried to accomplish it in full CSS but the animation is suddenly broken when mouse leaves. I also tried to play another animation when the mouse is not on the button but the result is not as clean as I expected since it begins from a predefined value and not the current rotate value.
You can find my fiddle here : https://jsfiddle.net/yn460w6j/
Thanks to #lakenen for the degree function, btw !
I little play with that, use only js to solve this. I'm adding class to spinner when mouseover on button. Next, when mouseleave I am setting listener on stop animation iteration. When it complete I just remove animation class from spinner.
var $spinner = $("#random_glyph");
var $button = $("#random_button");
$button.on("mouseover", function() {
$spinner.addClass('animation');
});
$button.on("mouseleave", function() {
$button.bind("webkitAnimationIteration, mozAnimationIteration, animationiteration", function(e){
$spinner.removeClass('animation');
$(this).unbind(e);
});
});
https://jsfiddle.net/9jLstovx/
I have created a sliding image gallery and when the button is pushed it slides the picture across and updates the image attribute for the relevant sections.
However this works perfectly like 50% of the time. The other times there is a second glitch and the images then go in place as expected.
I have attached the javascript methods for the animate method and the array change method. I have looked elsewhere and cannot see anyone else with a similar issue or where I am going wrong, especially when it doesn't happen often.
imageGallery.leftSelect.onclick = function () {
window.setTimeout(imageGallery.rightClick, 250);
imageGallery.animateImages('.image1', '.imageRight');
imageGallery.animateImages('.imageRight', '.imageNoneRight');
imageGallery.animateImages('.imageLeft', '.image1');
imageGallery.animateImages('.imageNoneLeft', '.imageLeft');
};
animateImages: function (classFrom, classTo) {
var classMoving = $(classFrom);
var classGoingTo = $(classTo);
classMoving.animate({
top: classGoingTo.css('top'),
left: classGoingTo.css('left'),
width: classGoingTo.css('width'),
opacity: classGoingTo.css('opacity'),
}, 258, function () {
console.log('Animated');
classMoving.css({"width":'', "opacity":'', "top":'', "left":'', });
});
},
rightClick: function () {
imageGallery.imagesDisplay.push(imageGallery.imagesDisplay.shift());
imageGallery.imageNoneLeft.setAttribute('src', imageGallery.imagesDisplay[2]);
imageGallery.imageLeft.setAttribute('src', imageGallery.imagesDisplay[1]);
imageGallery.imageMain.setAttribute('src', imageGallery.imagesDisplay[0]);
imageGallery.imageRight.setAttribute('src', imageGallery.imagesDisplay[10]);
imageGallery.imageNoneRight.setAttribute('src', imageGallery.imagesDisplay[9]);
},
Can someone assist, I really need this to work?
If there is anything not clear or you need more code let me know.
Thanks,
First things first, the culprit was the setAttribute of all images i.e. whatever you were doing inside the rightClick and leftClick functions were the reasons why you were seeing a glitch. Changing src of an img tag produces the glitch.
But then we cannot simply remove it because your approach relies heavily on this swapping of images.
I had to breakdown and really understand your approach first. The way it worked was that you would animate, for example, image1 (the centered one) to move to the position of imageLeft upon click on the rightCarousel button. On that same click, you had a setTimeout of almost the duration of the animation to call rightClick function. This rightClick function then swaps the images so that image1 can always remain at the center and only images can come and go after animation. This was the problem.
What I had to change was that all image tags i.e. imageNoneLeft, imageLeft, image1, imageRight & imageNoneRight would change each others classes such that their position remains changed after animations.
Also, I had to add another animateImages line inside your leftSelect and rightSelect callbacks to animate the furthest images i.e. imageNoneLeft & imageNoneRight to animate to each other's positions with respect to the click of the buttons.
Take a look at this jsFiddle. It will help you understand a lot better. And let me know if you have any questions.
JavaScript:
var imageGallery={
prefix:'https://dl.dropboxusercontent.com/u/45891870/Experiments/StackOverflow/1.5/',
imagesDisplay:['JS.jpg','PIXI.jpg','GSAP.jpg','JS.jpg','PIXI.jpg','GSAP.jpg','JS.jpg','PIXI.jpg','GSAP.jpg','JS.jpg','PIXI.jpg'],
rightSelect:document.querySelector('.rightCarousel'),
leftSelect:document.querySelector('.leftCarousel'),
imageMain:document.querySelector('.image1'),
imageLeft:document.querySelector('.imageLeft'),
imageRight:document.querySelector('.imageRight'),
imageNoneLeft:document.querySelector('.imageNoneLeft'),
imageNoneRight:document.querySelector('.imageNoneRight'),
init:function(){
imageGallery.imagesDisplay.push(imageGallery.imagesDisplay.shift());
imageGallery.imageNoneLeft.setAttribute('src',imageGallery.prefix+imageGallery.imagesDisplay[2]);
imageGallery.imageLeft.setAttribute('src',imageGallery.prefix+imageGallery.imagesDisplay[1]);
imageGallery.imageMain.setAttribute('src',imageGallery.prefix+imageGallery.imagesDisplay[0]);
imageGallery.imageRight.setAttribute('src',imageGallery.prefix+imageGallery.imagesDisplay[10]);
imageGallery.imageNoneRight.setAttribute('src',imageGallery.prefix+imageGallery.imagesDisplay[9]);
},
animateImages:function(classFrom,classTo){
var classMoving=$(classFrom);
var classGoingTo=$(classTo);
classMoving.animate({
top:classGoingTo.css('top'),
left:classGoingTo.css('left'),
width:classGoingTo.css('width'),
opacity:classGoingTo.css('opacity')
},258,function(){
$(this).removeClass(classFrom.substr(1));
$(this).addClass(classTo.substr(1));
$(this).removeAttr('style');
});
}
};
imageGallery.init();
imageGallery.leftSelect.onclick=function(){
imageGallery.animateImages('.imageNoneRight','.imageNoneLeft');
imageGallery.animateImages('.imageRight','.imageNoneRight');
imageGallery.animateImages('.image1','.imageRight');
imageGallery.animateImages('.imageLeft','.image1');
imageGallery.animateImages('.imageNoneLeft','.imageLeft');
};
imageGallery.rightSelect.onclick=function(){
imageGallery.animateImages('.imageNoneLeft','.imageNoneRight');
imageGallery.animateImages('.imageLeft','.imageNoneLeft');
imageGallery.animateImages('.image1','.imageLeft');
imageGallery.animateImages('.imageRight','.image1');
imageGallery.animateImages('.imageNoneRight','.imageRight');
};
I am currently switching the menu of my site from pure JavaScript to jQuery. My menu has a rollout / rollin effect.
The menu has an outer wrapper which has an onmouseout event set. If this fires, the relatedTarget is checked whether it's a child of the outer wrapper. If not, the rollin shall happen.
What happens right now is, that if the mouse is moved from the menu's inner wrapper (this is to center the actual menu) to the menu's outer wrapper, the onmouseout fires. There seems to be a tiny part which doesn't belong to the menuOuterWrapper.
The site isn't online right now, so I've prepared a Fiddle here. You will see the problem if you move your mouse from the gray area above the handle to the left or right dark area. The menu will roll in and then immediately out again. The rollin shall only occur when the mouse is moved out of the outer wrapper, i.e. under the dark gray area (or the light gray handle area). To see the dark gray areas, you might have to increase the width of the result block. [EDIT: I reduced the width of inner to 600px, so the dark side areas should be visible by default now.]
SO tells me that I shall include code when linking to JSFiddle. I don't want to break the rules but I'll be honest: I'm clueless where the problem comes from. My best idea is that I made a mistake in my isChildOf implementation, so I'll give you this:
jQuery.fn.isChildOf = function (parentId) {
if ($(this).parents("#" + parentId).length > 0) {
return true;
} else {
return false;
}
};
$('#outer').on('mouseout', function(event) {
if (!$(event.relatedTarget).isChildOf("outer")) {
mouseIsOverMenu = false;
menu_rollin();
}
});
Although this is a minimal example, I did nearly the same with pure JS, where it worked fine. So I guess it's something in the jQuery part. Since these are my first steps with jQuery, it is even more likely.
Every help you can provide is highly appreciated :)
[UPDATE]
I got it working now. The problem was that I didn't check for the relatedTarget to be "outer" itself. So when the mouse leaves the content div and enters the outer div, mouseout fires and of course, outer is no child of itself. So I amended it to
$('#outer').on('mouseout', function(event) {
if (!(event.relatedTarget.id == "outer") &&
!$(event.relatedTarget).isChildOf("outer")) {
mouseIsOverMenu = false;
menu_rollin();
}
});
and that fixed the problem.
if i understood your question right.
This might help
$('#inner').on('mouseover', function() {
mouseIsOverMenu = true;
setTimeout(menu_rollout, 500);
});
$('#inner').on('mouseout', function(event) {
if (!$(event.relatedTarget).isChildOf("outer")) {
mouseIsOverMenu = false;
menu_rollin();
}
});
What i did is i have changed the id of #outer to #inner.
This is a dirty hack, but your problem seems to be with the mouseout function applying too frequently, and what functionality you really want is capturing the mouse leaving the bottom of the menu/content.
Here's some code that will do just that.
$('#outer').on('mouseout', function(event) {
if(event.clientY >= document.getElementById('outer').offsetHeight){
mouseIsOverMenu = false;
menu_rollin();
}
});
here's the associated jsFiddle
In a webapp I'm working on, I want to create some slider divs that will move up and down with mouseover & mouseout (respectively.) I currently have it implemented with JQuery's hover() function, by using animate() and reducing/increasing it's top css value as needed. This works fairly well, actually.
The problem is that it tends to get stuck. If you move the mouse over it (especially near the bottom), and quickly remove it, it will slide up & down continuously and won't stop until it's completed 3-5 cycles. To me, it seems that the issue might have to do with one animation starting before another is done (e.g. the two are trying to run, so they slide back and forth.)
Okay, now for the code. Here's the basic JQuery that I'm using:
$('.slider').hover(
/* mouseover */
function(){
$(this).animate({
top : '-=120'
}, 300);
},
/* mouseout*/
function(){
$(this).animate({
top : '+=120'
}, 300);
}
);
I've also recreated the behavior in a JSFiddle.
Any ideas on what's going on? :)
==EDIT== UPDATED JSFiddle
It isn't perfect, but adding .stop(true,true) will prevent most of what you are seeing.
http://jsfiddle.net/W5EsJ/18/
If you hover from bottom up quickly, it will still flicker because you are moving your mouse out of the div causing the mouseout event to fire, animating the div back down.
You can lessen the flicker by reducing the delay, however it will still be present until the delay is 0 (no animation)
Update
I thought about it and realized that there is an obvious solution to this. Hoverintent-like functionality!
http://jsfiddle.net/W5EsJ/20/
$(document).ready(function() {
var timer;
$('.slider').hover(
/* mouseover */
function(){
var self = this;
timer = setTimeout(function(){
$(self).stop(true,true).animate({
top : '-=120'
}, 300).addClass('visible');
},150)
},
/* mouseout*/
function(){
clearTimeout(timer);
$(this).filter(".visible").stop(true,true).animate({
top : '+=120'
}, 300).removeClass("visible");
}
);
});
You could use .stop() and also use the outer container position
$(document).ready(function() {
$('.slider').hover(
/* mouseover */
function(){
$(this).stop().animate({
top : $('.outer').position().top
}, 300);
},
/* mouseout*/
function(){
$(this).stop().animate({
top : $('.outer').position().top + 120
}, 300);
}
);
});
DEMO
Hope this helps
Couldn't reproduce your issue but I believe that hover is getting called multiple times. To work around this you can check if the div is already in animation. If yes, then don't run another animation again.
Add following piece of code to check if the div is already 'animating':
if ($(this).is(':animated')) {
return;
}
Code: http://jsfiddle.net/W5EsJ/2/
Reference:http://api.jquery.com/animated-selector/
I understand the problem and reproduced it, it happens when hovering from the bottom up. The hovering with the mouse is what's causing the problem since the animation function will be called when the mouse hovers over the image. You need to control what happens here by using mouse enter and mouse leave, check out a similar example: Jquery Animate on Hover
The reason it's like that is because the hover is getting queued up causing it to slide up and down multiple times. There's a plug-in called hoverIntent which fixes the issue. http://cherne.net/brian/resources/jquery.hoverIntent.html
If you do decide to use hoverIntent, the only thing you have to change in your code is .hover > .hoverIntent